Fractal Softworks Forum

Starsector => Mods => Topic started by: Nia Tahl on July 18, 2020, 12:22:24 PM

Title: [0.96a] ScalarTech Solutions 0.9.1
Post by: Nia Tahl on July 18, 2020, 12:22:24 PM
(https://imgur.com/g0amZBy.png)




ScalarTech Solutions is a small faction mod that came about by accident as part of the 10th Starsector AI Fleetbuilding Tournament. It adds a small faction with a decent number of new ships and a single system towards the southeast corner of the sector. I had some decent fun making this and hope you enjoy what came out of it.


Download:
via Patreon (https://www.patreon.com/posts/95166902)

Version 0.9.1

GitHub mirror (https://github.com/niatahl/tahlan-scalartech/releases)

Requires:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Recommended:
Version Checker (http://bit.ly/1wSPmKE)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)


Features:
- A new faction in high tech style -
- Pretty white spaceships -
- Ridiculous carrier technology -
- Lots of pewpew fun -
- A comfy little system at the edge of the core -
- Corporate Democracy -

Ship preview:
(https://imgur.com/rEUGcGq.png)


Credits:
Tartiflette - Lots of good advice and actually sparking the idea for this
DarkRevenant - Helping me figure out some of the script wizardry in this
MesoTronik - Missile AI stuff and music, hire this man, folks
SirHartley - Some more beautiful artwork
TBDisciple - Translating the mod for the Chinese community
The Starsector Discord - For finding all those bugs for me to fix


Changelogs:


Want to support me financially for whatever reason? I now have a Patreon if you'd like to give some monthly tip money. None of my mods will ever be locked behind any sorts of paywalls, of course. This is purely if you'd like to help me out.

(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/niatahl)

(https://i.creativecommons.org/l/by-nc-nd/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-nd/4.0/)
ScalarTech Solutions Mod by Nia Tahl (http://fractalsoftworks.com/forum/index.php?topic=14935.0) is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.org/licenses/by-nc-nd/4.0/).
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Grievous69 on July 18, 2020, 12:39:45 PM
Just wanted to say I'm really loving the faction so far, this might actually be my new favourite visually speaking. They kinda feel like vanilla high tech but better, it's really a blast. And everything I've tried so far seems to be well balanced which is weird for a mod that came out not even a week ago lol. Anyways well done on this you glorious son of a gun, hope to see some more unique weapons for them.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: haloguy1 on July 18, 2020, 03:06:24 PM
Hey, just wanted to drop by and say how beautiful your ships are.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: lgustavomp on July 18, 2020, 04:18:55 PM
does it have any lore connection the the knight templars? The ships design are different but the color scheme is somehow close.

great work. I think in a near future you'll have more factions than vanilla has
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Cyan Leader on July 18, 2020, 05:48:16 PM
Those ship designs are looking really good. Thank you for making this.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 18, 2020, 06:02:15 PM
does it have any lore connection the the knight templars? The ships design are different but the color scheme is somehow close.

great work. I think in a near future you'll have more factions than vanilla has

No. There just are only so many colours in the rainbow. You're gonna get some overlap sooner or later.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Yunru on July 19, 2020, 02:25:36 AM
I'm not a fan of the reds personally. The whites and blue work nicely together, but the reds aren't common enough, or unique enough (since they're just used on bright light bits, same as the blues), to really jive.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Grievous69 on July 20, 2020, 10:11:44 AM
So having played with their ships and weapons a fair amount in campaign, I can't help but feel that the Skye is just meh for its cost. In no way am I saying it's a bad ship, it just doesn't feel right when you compare it to the Verge. Its speed sure is nice, though the thing is there's not a dire need for a speedy ship when most of the Scalar ships are already fast. The ship system is really cool but in the end Cycle Accelerator is very close in power. And for these two benefits, the Skye has: less armor and hull, less OP, one less medium missile mount, costs 4 DP and a 100k credits more than the Verge. The two ships feel so similar to play I couldn't help comparing them.

Btw does the Gown appear in markets? I've seen like 30 Filaments already but no Gown yet.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: shoi on July 20, 2020, 10:14:46 AM
I think you can only get gowns from killing fleets or from the SDTF(or whatever) recquisition fleet

Filaments are freaking nasty though, and I love the little teleport effect fighters get when launching! (or i guess teleporting in lol)
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Viking8008 on July 20, 2020, 10:59:50 AM
Great mod! Hope you will give more to us all!
Also you need to add it here.


[attachment deleted by admin]
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Caconym on July 20, 2020, 12:07:01 PM
First off, thanks for the mod, really love the ship designs :).

Secondly, is the Strand meant to absolutely guzzle fuel? Its cost of 7 fuel/ly seems to be significantly higher than all other cruisers, which max out at 5 as far as I could tell from skimming through the codex.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: CyreCyre on July 20, 2020, 12:16:34 PM
Another faction mod, by Nia too. Is it Christmas already? Bless you friend.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 20, 2020, 12:20:28 PM
First off, thanks for the mod, really love the ship designs :).

Secondly, is the Strand meant to absolutely guzzle fuel? Its cost of 7 fuel/ly seems to be significantly higher than all other cruisers, which max out at 5 as far as I could tell from skimming through the codex.

Hm, no, not really. I'll adjust that.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: BigBeans on July 21, 2020, 08:25:54 AM
These might be the nicest ships you've done so far, which is a big compliment considering the high quality of your other mods! Really nice!  :)
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Zynirith on July 21, 2020, 11:17:20 AM
Out of all your faction ships. I love the design for this the most. The colours are very vibrant and blend well together. I also love you mixed both round and square shapes into the design. Overall great mod. The colours also remind me of your Rosenritter faction. Love, there ship designs as well!!

Anywho, really looking forward to any future updates you bring. Also bonus points for making cute anime grilles the CEO of both custom faction mods.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Ced Riggs on July 21, 2020, 12:22:32 PM
I can give some limited but mayhaps still useful feedback.

The Verge & Skye cruisers are absolute workhorses. Initially, I was a bit apprehensive, but after fiddling with their loadouts and putting them through several battles, I can say with certainty that these are some of my most beloved supporting ships for capitals. The balance between DP, OP and what they can carry to the field, their standing power and their long breath really makes these reliable, if frill-less beauties. I like them because they don't do anything crazy, but they do their job extremely well. They don't offer insane alphas, or cheese, they are just, all around, grand additions to a fleet. My hat off to you for both seeing the value in an ostensible "boring" concept and leveling it out so these "boring" ships are worth their time and investment. This is a secret thank you for giving the simple fleet commander like me a worthwhile tool, and "boring" is in no way a comment on the visuals.

The Filament carrier has been another ship I was iffy on, given the drawback of her bays, and her 50 DP cost, but she also convinced with staying power, with being a durable weapons platform, and a weapon mount layout that lets me either go turtle or aggressive. She's another testament to the importance of a reliable ship that gets the job done, without any crazy teleportation flux-absorption hellgate opening tentacle system. Absolute love this one, too.

All of these ships look great, distinctive - and striking. You did well, Nia.

PS: I did not try the 'dread, or the dds/frigs yet.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Romach on July 21, 2020, 01:11:22 PM
Is it compatible with nexerelin?
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Ced Riggs on July 21, 2020, 02:28:48 PM
Is it compatible with nexerelin?

Yes.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Transuni on July 21, 2020, 09:39:26 PM
holy ***,so coooooooooooooooooooooooooooool
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: EniesLobby7 on July 22, 2020, 01:05:09 PM
Is it even legal to make ships this beautiful?
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Kaeladin on July 25, 2020, 10:55:01 PM
First off, some of the ship and weapon additions from this mod have been some of my favorite out out of all the ones I've used in the modiverse. I really wanted to give you huge kudos for the work, and the product, you've created here. Scalartech hands down has some of my favorite looking/player experience ships I've played with, even though there's nothing enormously fancy about the ship systems or weapon functionality (at least from a gameplay perspective; it's just very clean and well-done).

A few random feedback points after playing with Scalartech for several mid-length playthroughs (about 12+ hours total).

1) Verge + Skye: These two cruisers are absolute dreams to fly; they represent everything I love about high-tech playstyle and are probably in the running for some of my favorite mod cruisers. They're both agile, able to project strong surgical pressure (whether through sheer volley of fire in the case of the Verge and Skye's considerable power and hit-and-run capacity), and make the player feel like a complete badass with proper application and finesse.

I put these two together because, while their ship systems are considerably different in functionality and there's some differences in ship specs (e.g. the Verge has an additional medium missile hardpoint while the Skye is notably faster), they do feel like they fit quite similar profiles; they're both high "burst phase" ships with above-average to high agility with reasonably similar flux and shield characteristics. I'm wondering if this is intentional, or if there's some thought about differentiating these two ships a bit more in terms of playstyle/role? That said, I'm a huge fan of these two cruisers.

2) Tress: This destroyer-class carrier is both objectively powerful and subjectively a joy to play compared to most other carriers. Typically carrier gameplay consists of "Press F to spawn more fighters/Win more with bombers". However, the addition of the Magmine system makes for something more interactive (with a little bit of risk involved since you are still playing a fragile destroyer-class ship) and potentially extremely powerful in the right situations at the destroyer level. This destroyer is fast, has 2 bays, has a powerful ship system (much more so in player hands), and 2 medium missile hardpoints. This little ship contains a lot of power and I think it's in the running for one of the most powerful carriers of its class in the modiverse. Which brings me to...

3) Strand: This cruiser-class carrier is by no means "bad", and again I love how it has a pretty nifty ship system. However, from a DP perspective, it's outclassed by two Tress (12DP each vs. 25DP of one Strand) in terms of what that same package brings to the table. It's a pretty reasonable ship in terms of its characteristics; it has 2 medium synergy (typically missiles; I think it's a little fragile to field two medium energies when fights get harder although it could carry a wicked PD package), decently fast, and has 3 fighter bays. Again, not bad, but then we get to...

4) Filament: This thing is no joke. It could end up being the Charybdis of the capital battlecarriers; it is a legitimate threat as a frontliner with its weapon package and shields, has an extremely strong ship system, and a respectable 4 bays to boot. Again, if we were to compare the threat provided from a DP perspective (e.g. approx 4 Tress, 2 Strands, and/or 1 Filament), there's no question in my mind that the Tresses and Filaments (in different capacities) fill strong fleet roles. The Filament is also reasonably agile for a ship of its class (which is huge in a world of 30-35 speed capitals) while projecting both considerable personal power and fighter/bomber support.

I'll add some other thoughts when I put more time into into them. Overall, very well done!
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 26, 2020, 12:28:13 AM
Plaid drone wing for 69 OP?  ???

That is not the point. Audacious gown variant have issue in weapon groups: first contains 2*mirv and 2*lace pulse. I suspect lace pulses shouldn't be there and moved to 4th group.

It really goes weird when outfluxed AI Gown stop fairing his MIRVs because they are in a same group with weapon he choose not to fire to save flux...

BTW are Gowns available to player other than via CC? (Did not play an actual game with this mod yet) They are sweet.

Other thing: Ruffle projectiles rarely hits an enemy because they can be effectively stopped with even smallest of the missiles and fighters. Even being FRAG 800 damage is overkill for most of the missiles. I suggest it should fire through missiles and flares similar to plasma. And possibly through fighters too.
 
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 26, 2020, 01:29:20 AM
Also, Stitch is tagged as "Strike", but it is not strike-capable. When AI tries to use it as strike - it makes worse to itself, than enemy. In current state it rather "suppression".

I suspect Stitch is designed to be an alternative to Tach (suppression tag, BTW). In current state it something like "more EMP, better flux, less armor cracking" Tach. It is pretty good in it's niche (if in players hands) but generally less effective than Tach, so it should be either some kind buffed, or OP reduced to be lower than Tach. I suggest to decrease refire delay to 0.4 or even 0.3 so it can be more bursty, will not change sustain DPS as recharge time is fine. That will make it in par with Tach.

Lace Pulse Repeater has no flavor! It is basically Pulse laser with buffed fire rate. (and some range) However I would say it worse, actually. Increased DPS is not a big thing, if you wish to use it on smaller ships, because flux effectiveness and lesser OP makes Pulse laser preferable on smaller ships. Larger ships are no better with LPR, as being 100 penetration it useless vs armored units, and having recoil (Pulse laser does not) it is inefficient vs fast small targets. Have no direct suggestions, but something should be changed. Same thing to Lacette.

Tousle is great idea, but currently it's underpowered. Compared to HVD it cost more OP, have slower fire rate (really matter as shield flickering), lesser penetration and no EMP. Better turn rate and "huge" 0.07 flux efficiency advantage does not help really. I suggest to increase it's DPS to at least 200 and set flux efficiency of 1 or so. Just to be in par with HVD.

String is interesting as an energy frag PD. However I didn't find it effective again anything than smaller missiles. No, it's fine, it probably shouldn't oneshot heavy fighters or stop Locust barrage. But it's too OP costly for modest frag PD. Suggest to decrease OP to 4. Or make it better in flux stats.

Skirt class frigate does not have description.

And again to Ruffle: It is simply ineffective against something larger than a destroyer. I guess, it suppose to be. But if so, why 26 OP? It is almost Plasma OP cost. It is compared to plasma Flux per second. And it's completely inferior to plasma in damage. Yeah, I mean it. Raw fragmentation DPS is no more than a paper stat, real damage dealt even to exposed hull isn't big due to minimal armor. BTW I tested it vs heavy blaster (middle energy, 12 OP) and find heavy blaster to be superior in most cases. I understand it is wrong to compare Ruffle with such monsters as Plasma and HB, but what else should I compare?  Autopulse? Autopulse is almost equal armor penetration and superior anti-shield efficiency + it bursty + it OP cheaper...
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 26, 2020, 04:05:27 AM
@Kaeladin:

Verge and Skye are getting some changes to make them more distinctive in their roles as battleline cruiser and skirmisher respectively.

The carrier thing is a vanilla issue, really. The Drover sets a ridiculous baseline for destroyer carriers where even in vanilla spamming Drovers will beat cruiser carriers in terms of sheer DP efficiency. I'm adjusting the DP values of Tress and Strand a bit for now which should improve things a bit.

@Mondaymonkey:

Plaid is built-in only.

The Gown variant is fixed in the next patch.

Stitch is a strike weapon, really, but I'll remove the AI tag for strike from it so the AI uses it better. If used right it can cripple targets better than a tachyon and is fine the way it is.

Lace is fine as it is. It's a more effective heavy blaster alternative for when you want a weapon that is mount-efficient for damage output and can get your armor breaking from something else. On smaller ships they allow burst comparable to a heavy blaster without the flux overhead of one. The only change these are getting if at all, is a bit more flux efficiency. If you don't like them, though, don't use them, problem solved.

Tousle might get some slight stat bumps, but it doesn't need much. It's still an efficient 1k range kinetic.

String is fine as it is. It's an energy projectile PD. It's supposed to be worse than ballistic projectile PDs. I'll tweak the projectile velocity, though.

Skirt will be fixed next patch.

Ruffle is fine as it is. It completely melts hull once armor is broken. Making it any stronger than it already is would be completely broken. It also doesn't need piercing as it puts out more than enough shots that some getting stopped by fighters or missiles is a non-issue. There should never be that many missiles between you and a target unless you're fighting something that's covered in Annihilator pods.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 26, 2020, 05:39:38 AM
Making it any stronger than it already is would be completely broken.

Nah, not making them stronger, that would be broken indeed. Decrease OP to match it's performance.

Besides, "when armor broken" means broken with what? Missiles and bombers? If you have them - why would Ruffle be needed? BTW energy armor cracker, similar to plasma or HB, is not a bad idea for this mod.

Quote
If used right it can cripple targets better than a tachyon and is fine the way it is.

Can confirm that. In my hands it devastating, as expanded magazines volley (6 shots) are almost 100% flameout and half of enemy weapon systems dead. However AI are not good with it. Still disagree it is better than tach.

Quote
Plaid is built-in only.

I know, but they are 69 OP if not. ;D
Spoiler
(https://i.imgur.com/pIV0AYU.png)
Not without CC, off course
[close]

Quote
There should never be that many missiles between you and a target unless you're fighting something that's covered in Annihilator pods.

Yes, that exactly what I observe: annihilator pods (standard Onslaught from simulator) effectively stops most of the Ruffle projectiles, same thing to Locust.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 26, 2020, 05:56:02 AM
Simulator Onslaught is a balance edge case. The Ruffle is good as it is. I'm not changing it. If you don't like it, use something else. Same goes for the Stitch.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 26, 2020, 06:04:39 AM
At least it's sincere. Thank you for that.

And for the mod. Graphical part is amazing.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Kaeladin on July 26, 2020, 09:52:58 AM
@Kaeladin:

Verge and Skye are getting some changes to make them more distinctive in their roles as battleline cruiser and skirmisher respectively.

The carrier thing is a vanilla issue, really. The Drover sets a ridiculous baseline for destroyer carriers where even in vanilla spamming Drovers will beat cruiser carriers in terms of sheer DP efficiency. I'm adjusting the DP values of Tress and Strand a bit for now which should improve things a bit.

That makes sense about the Drover piece; really looking forward to seeing your upcoming changes, and particularly the ones for differentiating the Verge and Skye!

I didn't comment about the weapons yet, but as far as the current discussion about large energies are concerned...I honestly think STS has some of the better (especially in player hands) large energies in the mainline (i.e. not a boss faction such as KT) modiverse in the Stitch and Ruffle. My only wish is that I could find them more often; they're so rare! I utilized the Stitch and Ruffle in a ton of Verge (pewpewpew!) + Skye builds, and in other cruisers, and was never disappointed. The Ruffle, in particular, is monstrously powerful at deleting ships when you have a skirmisher with the mobility of the Skye to get around shield arcs or to choose where to apply your enormous pewpew. I actively seek these two weapons out in every playthrough because I know they'll typically be in the running for what I put into my large energy slots; they occupy very different niches but do their respective jobs quite well.

I do think the Lace could use a little something. Its DPS is outstanding for its slot, but the low damage-per-hit + moderate range + how hot the gun runs means, to me, that in the times that I consider when I'd want to use it, a lot of ships would struggle to have the flux capacity to support the weapon if it's below cruiser class, while heavier ships will typically outfit for longer range engagements or PD with the exception of hunter-killer/skirmisher cruisers (which STS specializes in!). The heavy blaster also runs into this issue since it has even worse flux efficiency, but its relatively better armor-cracking ability means that the gun has a little more versatility. Ironically, the Lace has done excellent for me in a ship with energy-equivalent AAF (like the Brim or Verge) as it outputs monstrous DPS for those medium slots. But outside of those ship systems, I've had a bit of difficulty finding opportune times to put Laces in.

A quick clarification question about the Tousle; am I correct in thinking that it's really doing 5x100 (for the total 500 damage) per shot because the main round splits into 5? It's been a pretty fun weapon to use and I think it's definitely a solid 1k range KE, but assuming that's how the damage calculation works then I do wonder if it could use a slight boost given its 14OP cost.

Thanks so much!
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Yubbin on July 26, 2020, 10:27:24 AM
I have found a bug with the filament, should I post it here, or somewhere else?
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: ant989 on July 26, 2020, 10:41:09 AM
Love the ships so far.Only minor problem i have found is the Filament even with an aggressive officer wont directly engage and tries to stay out of cqb and only use fighters.Havent noticed that with other battlecarriers playing nex,they usualy charge right in with cruisers etc.Even when i give them a direct attack order they hang back and wont move up to use main weapons.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 26, 2020, 12:53:59 PM
I have found a bug with the filament, should I post it here, or somewhere else?

Where else would you post it?

Love the ships so far.Only minor problem i have found is the Filament even with an aggressive officer wont directly engage and tries to stay out of cqb and only use fighters.Havent noticed that with other battlecarriers playing nex,they usualy charge right in with cruisers etc.Even when i give them a direct attack order they hang back and wont move up to use main weapons.

Will be fixed next update. Carrier tags are weird.

A quick clarification question about the Tousle; am I correct in thinking that it's really doing 5x100 (for the total 500 damage) per shot because the main round splits into 5? It's been a pretty fun weapon to use and I think it's definitely a solid 1k range KE, but assuming that's how the damage calculation works then I do wonder if it could use a slight boost given its 14OP cost.

That's correct, it's 5x100 damage. I'm buffing its stats a bit with slightly increased dps and efficiency.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 27, 2020, 05:21:45 AM
Strand hight fuel consumption was already mentioned. (and answered)

However Gown (12) and Filament (15) are also strange values. Not sure if Gown is too low or Filament is too hight, tho'.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 27, 2020, 05:57:21 AM
Logistics values in general are getting a pass with the next update. Since my focus was getting the faction ready for the tournament, those were some of the aspects I somewhat rushed.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 27, 2020, 06:19:27 AM
Oh! Good to hear that.

BTW would there be any ScalarTech logistic vessels? (Not for next update, I mean. Generally in plans?)
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 27, 2020, 07:07:48 AM
Eventually, yes. They started out as a logistics corp in lore
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 27, 2020, 08:02:31 AM
Great.

Also, just noticed ScalarTech is hostile-by-default to Hegs, pirates and LP, but not LC. I really does not read a lore, is it intended to be neutral with LC?

And currently all ScalarTech fleets are so D-moded. Maybe they deserve at least corrupted NF? (Off course if lack of it is not lore based. AIAS didn't read it.)
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 27, 2020, 08:27:21 AM
Great.

Also, just noticed ScalarTech is hostile-by-default to Hegs, pirates and LP, but not LC. I really does not read a lore, is it intended to be neutral with LC?

And currently all ScalarTech fleets are so D-moded. Maybe they deserve at least corrupted NF? (Off course if lack of it is not lore based. AIAS didn't read it.)

They aren't hostile to Hegemony. Their default is -0.3 with hegemony and -0.2 with church
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Mondaymonkey on July 27, 2020, 08:47:17 AM
Sorry. My bad. Mixed Hegs with PL. (I hate them both equally, so never split in mind)

-0.2 with church is reasonable. Didn't noticed that because game doesn't show it.

Hold on a while... Non hostile with Hegs? With two Alpha AI cores in use?
Spoiler
(https://i.imgur.com/RDVIo0J.png)
[close]

Probably a lot of bribes, enough to build a personal golden Onslaught for High Hegemon!  ;D Or because Kusanagi-san is too kawaii to satbomb her!

Spoiler
If seriously, -0.3 is fine. I just kidding.
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Yubbin on July 27, 2020, 06:05:17 PM
The bug with the Filament:
The ship's system description says that it will "replace all lost fighters". What happens for me when I use it is the fighters are replenished to full strength (and maybe a couple extra like the description says), then all of the new fighters land again, and the ship has the original number of fighters again. Another bug I got is that sometimes some fighters will launch, move around for a bit, then at full health land again for no apparent reason (later, the ship would get full fighter strength again). This has only happened with the Filament, so I assumed it might have something to do with the ship system.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Wyvern on July 27, 2020, 09:12:31 PM
Bug: When you make a nex start aligned with scalartech, you get the hull blueprint but not the weapon blueprint.  This can be fixed by replacing
Code
    "startSpecialItems":[
        [["tahlan_scalartech_hull_package", "tahlan_scalartech_weapon_package", ""]],
    ],
with
Code
    "startSpecialItems":[
        [["tahlan_scalartech_hull_package", ""]], [["tahlan_scalartech_weapon_package", ""]],
    ],
(Yes, that's a slightly egregious supply of brackets.  Not sure why it's formatted like that, but that's what works.)

Might-be-a-bug: I'd originally thought the weapon blueprint was broken entirely, as no scalartech weapons were available for sale in any of the markets (including the STDF Requisitions market), nor were any installed on any fleets I inspected.

Further investigation (restarting the game several times to track down the issue with the missing starting blueprint) revealed that they do have access to scalartech weapons, they're just really really rare due to the number of blueprint packages the faction has available and the lack of anything set as 'priority' weapons.

(The scalartech elite sub-faction fleets do seem to properly prioritize scalartech weaponry, though, so maybe the lack of such things in the general market is intended?)
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Histidine on July 28, 2020, 02:43:21 AM
I understand Nia has fixed that issue in dev.

If you're wondering how it works:
Code: json
"startSpecialItems":[
        [["special_item_a", "params"]],  /* gives one special_item_a, with the specified params */
        [["special_item_b", ""], ["special_item_c", ""]],  /* also gives one special_item_b OR one special_item_c (picked at random) */
],
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: Nia Tahl on July 28, 2020, 04:13:07 AM
It's already fixed, yes

The Second Wave description will also be updated to reflect that it functions as an enhanced Reserve Deployment.
Title: Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
Post by: NaitNait on July 31, 2020, 09:51:17 PM
Small quirk with the Thread "drone", it currently has 1 crew.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Nia Tahl on August 01, 2020, 02:56:51 PM
Update 0.2

(https://imgur.com/JcKJvAk)

A bunch of polish and tweaking for this update. Also adds an IBB (which will require a future SWP update)

Changelog:
Spoiler
- Changed faction name to "Spindle Protectorate" to better convey its political nature
- Added Vestige-class IBB
- Updated faction nex alignments
- Updated faction relationships
- Updated ship logistics stats
- Added a Corrupted Nanoforge to Charkha's Orbital Works (only applies to new saves)
- STDF Requisitions market now always offers scalartech weaponry for sale (only applies to new saves)
- Fixed some weapon sounds
- Fixed second wave system spawning extra fighters for single fighter wings
- Removed carrier tags from Filament so it fights properly
- Lowered String Pulser projectile velocity
- Lowered Strand DP to 24
- Increased Tress DP to 14
- Tousle
   - Increased dps to 200
   - Increased efficiency to 1.1
- Lace
   - Increased efficiency to 1.1
   - Lowered range to 600
- Verge
   - Reduced top speed to 60
   - Increased shield efficiency to 0.7
   - Lowered shield upkeep to 0.3
   - Increased armor to 1000
- Skye
   - Reduced shield efficiency to 0.8
   - Increased shield upkeep to 0.4
- Hanakaze
   - Can no longer be found as BP
   - System changed to Energy Surge
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Mondaymonkey on August 01, 2020, 10:38:14 PM
YAY!

1. Something wrong with Spindle Protectorate market music. There are no smooth transition between the music themes when entering market. And if you stay inside the market long enough - it just stops at some point and relaunch after a few seconds of silence.

2. Spindle protectorate military requires a commission to buy advanced things. STDF requisition - not, and you able to buy there some serious stuff, like Gown, I never seen in military. Is that intended?
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Nia Tahl on August 02, 2020, 06:25:02 AM
YAY!

1. Something wrong with Spindle Protectorate market music. There are no smooth transition between the music themes when entering market. And if you stay inside the market long enough - it just stops at some point and relaunch after a few seconds of silence.

2. Spindle protectorate military requires a commission to buy advanced things. STDF requisition - not, and you able to buy there some serious stuff, like Gown, I never seen in military. Is that intended?

Music is fine

Requisitions market idk. It's intended to work as it does since the STDF is technically a separate entity. I might add a premium tax if you're not commissioned, though.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Albreo on August 02, 2020, 08:17:58 PM
Requesting nerf to Ruffle Pulse Cannon. It's simply to OP. I put it on Nirvana and then oh god!!

Also, if Nirvana won't be using its time effect for travel purpose, would be great. For combat buff only.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: KyousukeAzai on August 03, 2020, 09:46:29 AM
After lurking for a bit, I have to come out and say this. Tahl can you please stop making so many amazing mods, I only have so much RAM and choosing amongst them is not an option for me.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Yubbin on August 09, 2020, 02:00:02 PM
Does the Replacement rate of the Gown-Class reflect all 5 fighter bays or only the middle one?
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Morbo513 on August 09, 2020, 02:56:44 PM
Very cool designs, looking forwards to trying it out when I next play SS
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Kaitol on August 24, 2020, 06:58:44 PM
Very nice mod, and it seems you have plans to keep expanding and updating it, so my only suggestion is on the graphical side of things. I'm not very familiar with modding this game, but would it be possible to give the bridge rings blue glow a 'spinning energy' effect? Just to spice them up and give them a dynamic look even when they're hanging about. If you wanted to get really fancy maybe have something about it change based on the current fighter replacement rate.

Other than that, I did notice a few white pixels floating about at the edges of some of the ship sprites, but they're really only visible if you zoom in all the way and squint for a bit.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Nia Tahl on August 25, 2020, 04:09:09 AM
Very nice mod, and it seems you have plans to keep expanding and updating it, so my only suggestion is on the graphical side of things. I'm not very familiar with modding this game, but would it be possible to give the bridge rings blue glow a 'spinning energy' effect? Just to spice them up and give them a dynamic look even when they're hanging about. If you wanted to get really fancy maybe have something about it change based on the current fighter replacement rate.

Other than that, I did notice a few white pixels floating about at the edges of some of the ship sprites, but they're really only visible if you zoom in all the way and squint for a bit.

Possible or not, I don't want any other effects for the rings. Quite happy with them as they are.

The floaters on some of the sprites should be fixed next update, though.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Worachot on August 26, 2020, 12:52:55 PM
I am getting this error
https://gfycat.com/TightAromaticAlpaca

anyone else also get it or is something specifically wrong for me?

Thanks
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Avanitia on August 26, 2020, 03:54:44 PM
I am getting this error
https://gfycat.com/TightAromaticAlpaca

anyone else also get it or is something specifically wrong for me?

Thanks

Old version of Nexerelin, update it. You might also want to check versions of all other mods you have, something else might be outdated as well.
Title: Re: [0.9.1a] ScalarTech Solutions 0.2 - Now with some extra polish
Post by: Worachot on August 26, 2020, 10:43:05 PM
I am getting this error
https://gfycat.com/TightAromaticAlpaca

anyone else also get it or is something specifically wrong for me?

Thanks

Old version of Nexerelin, update it. You might also want to check versions of all other mods you have, something else might be outdated as well.

Oki! thanks ^^
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Nia Tahl on September 10, 2020, 02:54:32 AM
Update! New ships! Have fun!

Spoiler
(https://c10.patreonusercontent.com/3/eyJwIjoxfQ%3D%3D/patreon-media/p/post/41449348/4d8d5a9f3dd147bdb6261d5bb61d11a9/1.png?token-time=1600941080&token-hash=rt1850MnlboMj9aQUZ-4ImRe4ASY2phWhfTT9UlrqlM%3D)
[close]

Patchnotes:

- Added Midi-class beam cruiser
- Added Camise-class freighter
- Added Culotte-class tanker
- Added Corset-class battlecruiser
- Gown
   - Built-in wing replaced by two Plaid drone wings
- Filament
   - Increased DP from 50 to 55
- Ruffle
   - Increased refire delay to 2.5s
- Skirt
   - Fixed system being able to hit phased ships with emp arcs
   - Increased DP from 8 to 10
- Fiber
   - Increased launch velocity of bomb from 200 to 300
- Frill
   - Reduced shield efficiency from 0.6 to 0.7
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: sanya02 on September 10, 2020, 07:09:14 AM
Hello! Thanks for the great mod. Can you send me a file by mail or tell me how to remove the "rings" on the engines? [email protected]
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Chairman Suryasari on September 10, 2020, 10:20:58 AM
I like the look of the Camise-class, the sprite of your ship make me want to 3D print them :D

Hello! Thanks for the great mod. Can you send me a file by mail or tell me how to remove the "rings" on the engines? [email protected]

Why you want to do that btw?
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: sanya02 on September 10, 2020, 11:22:18 AM
I don't like the "circles" on the engines. Why are they? They are knocked out of the original (
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Nia Tahl on September 11, 2020, 03:02:24 AM
Hello! Thanks for the great mod. Can you send me a file by mail or tell me how to remove the "rings" on the engines? [email protected]

No. If you don't like it, figure it out yourself.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: sanya02 on September 13, 2020, 06:26:04 PM
Yes, I did it. Now I will be an author and make tons of money.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Chairman Suryasari on September 14, 2020, 01:04:39 PM
calm down, lad.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: sanya02 on September 14, 2020, 07:40:25 PM
 ;D
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: ErrantSingularity on September 15, 2020, 07:25:41 PM
Just started using these this morning, man this is a great mod! The battlecarrier especially is so great, it's leagues ahead of the Legion. Just need to get my paws on that beautiful big one...
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Warhydra on September 18, 2020, 12:16:59 PM
I am 90% certain it is intended, but it's worth noting that Second Wave doesnt work with solo fighter/bombers the way Reserve deployment does.
My dream of 8 Scoralius is sadly not to be :(
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: e on September 18, 2020, 03:31:28 PM
I got this mod with the sole intent of having a mock faction to smash into pieces, but after seeing their diplomacy traits, they actually make the best possible allies i could ever ask for... it's not fair.  :(
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Warhydra on September 25, 2020, 12:36:15 PM
AI Gown doesnt seem to ever engage its fighters, even when set to aggressive or reckless, probably because it thinks it only has plaids.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Neuneu on October 02, 2020, 09:25:16 AM
The mod is just great: ships system ,design, lore. Good job!!

Yeah, had the same problem with the gown fighters. They never leaves the carrier.
I feel like the gown has to much OP around 50 for the main ship and maybe around 20 for each wing, I could put  weapons in all slot and still manage to set up a lot of system ( main part I even added almost everything targeting, maneuvering jets, shield mod and many more).

In the end my Gown can go easly toe to toe against an Atlas and 2 Onslaughts and win whitout a sweat.

I am just giving you my feedback, I usually spend a lot of time in the hangar, and try to max out the ship, I don't mind it being powerful but usually you have to choose between very good weapons and few system or medium weapons and few more systems. Here I just slapped everything on the bad boy :)

Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Nia Tahl on October 02, 2020, 01:49:27 PM
Next patch will remove the built-in wings on the Gown and give it a modular slot instead. This will also effectively reduce the available OP. That said, the OP values are about right, I think, but I'll have another look at it.

It's always a bit tricky with this many mounts since OP can balloon easily if a lot of expensive weapons are used, especially in the small slots.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Neuneu on October 02, 2020, 03:07:57 PM
Very true, I usually go for cheap PD weapons on small slot to saves those OP for main guns on capital ship.
But I do so on most ship, also to save flux, and I don't  have the same feeling as this ship ( usually go for 2/4 system) not targeting, shield, more missiles, maneuvering jets and so on).

I think part of the explanation is coming from the fact that system cost more on bigger ship but since they don't go up between a 45Dp ship and this 100Dp ship...

The other ship I played with more than 100Dp was the one from occulian Armada and it felt bit less free on OP spending. Granted it had several modules and 2 of which had mounted weapons with built in hight flux forcing you to spend op on flux generation.  Same with the moving orbital station ship, can't remember the mod, ship was powerful but more in line in terms of OP management ( was around 85dp). Both these ship had 4/5 modules and the op were split and for some system you had to spend 4/5 times the cost to have them on all parts of the ship.

When I get access to my computer, I will try to give a more detailed account of what I slapped there.

Again, very good work, I am just trying to help in my own way by giving infos to reflect on  ( I will buger off now)
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Nia Tahl on October 02, 2020, 04:45:50 PM
The other big factor here is the Loadout Design which gives a proportional OP boost. Hard to balance around that so all OP values are balanced around not having any skills.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Neuneu on October 02, 2020, 05:21:41 PM
Oh, didn't thought of that!

Ofc I have all max skills... And loadout design and another dirty secret that I am ashamed to even mention.
*cough* Extreme modification *cough*

But so do I on every ship and I don't have the same nb of hullmods. Usually it is a struggle to put Extended missiles racks and targeting system on same ship while having max capacitor and vent).

Again, your mod,  and you already said you will look into it and a ship can be better than others.
If this ship is one or even the best in modded sector then so be it ( it looks freaking cool anyway).

Might have been to rash on the amount of op that I claimed being too much, the truth might be in between.

That why I want to access my game to see if I remove stuff like extreme modification, how much mod I will be able to fit ( not gonna happen until tomorrow)
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Modo44 on October 02, 2020, 09:20:48 PM
Most vanilla ships feel like they have too little ordnance points before you unlock the right skills, or put a good officer in them. Many modded ships start good without any skills, get spare points for some faction specials, and then you "wonder" how they end up so strong compared to vanilla.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Nia Tahl on October 03, 2020, 07:24:14 AM
Most vanilla ships feel like they have too little ordnance points before you unlock the right skills, or put a good officer in them. Many modded ships start good without any skills, get spare points for some faction specials, and then you "wonder" how they end up so strong compared to vanilla.

Except that isn't true. The vast majority of mods use the same budget allocation for OP as vanilla. The Gown is simply a complicated edge case due to being on a scale that doesn't exist in vanilla.

Either way, I've decided to drop the OP by 20 and 10 for the main hull and modules respectively.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Neuneu on October 04, 2020, 08:39:09 AM
Thinks that should balance the ship better.

I actually checked my ship, i put very cheap or smaller misssiles in mount dedicated to them.
That explain around 50 OP, minus the 20 you removed and the 30 i get from extreme modification.

We are looking at 100 OP out of 188 I dedicated to the Hull mods, smaller capital i usually go for around 40/60 OP for hull mods.

Since it is bigger, you have more room than usual to actually go for cheaper weapons for more hull mod.
My feeling was actually biased by how i fitted that ship.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: IradT on October 04, 2020, 09:23:11 AM
the gown is simply a super-capital, and tbh, in this game that matters a lot. practically all other mods with super-capitals, like the unsung from neutrino are comparable. as usual the only weakness they have is bomber spam from the really strong wings.

what the gown has that is the sub-modules that allow you to dump very, very flux intensive weapons again and again without worrying about shields. It lacks a "superweapon" that many others have.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Chairman Suryasari on October 04, 2020, 10:21:35 AM
Maybe that the "quirk" it have. Same as Legacy of Arkgneisis mod, all of their ship have little to no small weapon slot in exchange for more medium and large slot.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Warhydra on October 04, 2020, 10:22:51 AM
The mod is just great: ships system ,design, lore. Good job!!

In the end my Gown can go easly toe to toe against an Atlas and 2 Onslaughts and win whitout a sweat.

That's a... really low bar you are setting there.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Neuneu on October 04, 2020, 10:52:12 AM

That's a... really low bar you are setting there.

Well 100 DP ship winning against 140 DP at the same time, whitout problem, and while having its fighter almost rendered useless (bcs the AI doesn't work for them yet).
I did not test against bigger bcs I was already satisfied but i am sure it can do even better.

I would say it is an heck of ship (granted Onslaught is rather weak in the modded sector and Atlas being average).
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Warhydra on October 04, 2020, 12:13:03 PM

That's a... really low bar you are setting there.

Well 100 DP ship winning against 140 DP at the same time, whitout problem, and while having its fighter almost rendered useless (bcs the AI doesn't work for them yet).
I did not test against bigger bcs I was already satisfied but i am sure it can do even better.

I would say it is an heck of ship (granted Onslaught is rather weak in the modded sector and Atlas being average).

You meant 2 onslaught and a paragon i am guessing?
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Neuneu on October 04, 2020, 12:18:52 PM

That's a... really low bar you are setting there.

Well 100 DP ship winning against 140 DP at the same time, whitout problem, and while having its fighter almost rendered useless (bcs the AI doesn't work for them yet).
I did not test against bigger bcs I was already satisfied but i am sure it can do even better.

I would say it is an heck of ship (granted Onslaught is rather weak in the modded sector and Atlas being average).

You meant 2 onslaught and a paragon i am guessing?

Damn, yep my tired ass is saying unacurrate things... Yep two Onslaught and a Parangon....
Title: Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
Post by: Zym on October 06, 2020, 02:58:04 AM
Gown changes sound good.

Regarding other ships, I tested the carrier lineup and here's the summary:

Tress: Very strong choice but not overbearingly so. Solid role as an anti-fighter support carrier. They perform very well in AI hands and are an inclusion in most of my fleets. Hard to pinpoint what it is that makes them so effective, because the raw stats aren't giving off any red flags. No changes suggested for now but might be worth keeping an eye on it.

Strand: Has the aforementioned issues with the AI not using the system. Suggest a system range increase to help the AI apply it more frequently.

Filament: Too much OP for being a battlecarrier focused on fighters at this size and DP. Suggest reducing base OP from 360 to 300 where other ships of this type and DP allotment are currently sitting: Matriarch 300, Jeanne 300, Discernment 300. There's also some concern that it has too much of the offense, defense and speed trifecta. It has very good shields with 360 coverage, more speed than most capitals (50), as much offense as a 6 wing bomber carrier when using its system and enough OP to fully outfit it all. Reducing its defenses in addition to the OP reduction might be reasonable.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.1
Post by: Nia Tahl on October 06, 2020, 04:02:29 AM
Well, here's a balance update. Filament is staying as it is since your comparison doesn't really fit at all. You're comparing a 4-bay carrier to 6+ bay carriers. Just having a fighter shipsystem doesn't make the ship fighter-focused.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.1
Post by: Zym on October 06, 2020, 04:37:02 AM
Good update.

As for my comparison, perhaps it wasn't a good one. I was aiming to compare it to ships of similar DP allotment since I haven't seen any other battlecarriers at 55-60 DP other than the Matriarch, and that one feels more pure carrier than a hybrid. Regardless, the general trend seems to be that the more carrier-esque a ship is, the more restrictive its OP.

To prove this point, let's look at some 4-bay battlecarriers:

Legion: 260 OP.
Legion XIV: 270 OP.
Kurmaraja: 240 OP.
Keto: 190 OP.
Castella (LI): 240 OP.
Hresvelgr (RG): 240 OP.
Ingress: 240 OP.
Filament: 360 OP.

Then, for even more comparison, you can look at the relationship between a pure battleship (Onslaught) and a battlecarrier (Legion) and see what vanilla's OP allotment is for both these ships at 40 DP:
Legion: 260 OP.
Onslaught: 360 OP.

Both of these ships share a lot of similarities. They have the same system. Similar slow speed and heavy armor. Similar mounts.
But Legion has 4 fighter bays. For this big difference, the ship was given 100 less OP.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.1
Post by: Nia Tahl on October 06, 2020, 05:03:14 AM
Don't care. Not changing it.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.1
Post by: Alex on October 06, 2020, 11:06:52 AM
Don't care. Not changing it.

That's extremely rude and entirely uncalled for. Please consider this an official warning, and also please re-familiarize yourself with the forum rules regarding acceptable forum behavior.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.1
Post by: Nia Tahl on October 06, 2020, 11:36:14 AM
Apologies if that was too rude. It certainly wasn't intended to be as such.

Either way I have my reasons for things being as they are and currently have no intention of changing it nor am I in the mood to write a lengthy explanation as to why.

edit: So I did some checking anyway and noticed an error in the OP math on the Filament so I suppose I'll drop her OP afterall, but certainly not to 300.
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.1
Post by: Neuneu on October 07, 2020, 02:39:48 AM
I get were Nia Tahl is coming from, your mod your choices...

Feedback is good and usefull but can be irritating sometimes bcs you do all the work and someone is commentating it.

Not trying to argue tho, Nia answer was a bit too raw but he is a great guy in this community ;)
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.2 - I just can't stop nerfing your fun
Post by: Nia Tahl on October 13, 2020, 09:17:51 AM
Time for another round of nerfs adjustments. Enjoy!

0.3.2
- Filament
   - Reduced OP from 360 to 320
- Corset
   - Reduced top speed from 60 to 40
- Strand
   - System changed to PD Suppression
- Curl
   - Armor increased from 150 to 200
- Margin
   - Dissipation increased from 200 to 225
- Gown
   - Added a 33% dissipation penalty to Supercruise Mode
   - Supercruise Mode speed increased reduced from 50 to 40
Title: Re: [0.9.1a] ScalarTech Solutions 0.3.2 - I just can't stop nerfing your fun
Post by: Warhydra on October 13, 2020, 04:55:31 PM
Well, I am glad I got to enjoy these ships before their nerf.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4 - guns guns guns
Post by: Nia Tahl on October 25, 2020, 03:03:46 PM
Who likes new stuff? You do, of course, so here's some. Update adds a new capital and a couple new weapons to flesh out the ScalarTech armoury some. Enjoy!

Changelog:
Spoiler
0.4
- Added Sateen-class Battlecruiser
- Added Kimono HVB
- Added Stitchette medium beamlance
- Added Baste Ion Discharger
- Added Sew Diffusion Gun
- Added Seam Storm Pulser
- Added Crinkle Disruptor
- Added Tear Torpedo in small and medium mount variants
- Increased rarity of Gowns in both STDF fleets and the requisitions market
- Added new autofit variants for most ships
- Filament
   - Top speed reduced from 50 to 40
- Ruffle
   - Renamed to Ruffle Diffusion Cannon
- String Pulser
   - Added 25 EMP damage to projectile
- Corset
   - Flux capacity increased from 14000 to 16000
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.4 - guns guns guns
Post by: Yubbin on October 25, 2020, 03:04:48 PM
Yay! Guns!
Title: Re: [0.9.1a] ScalarTech Solutions 0.4 - guns guns guns
Post by: SateenFanboi188 on October 25, 2020, 04:00:45 PM
There isn't enough profanity in the English language to express how much fun the Sateen is to fly. Nia man, you really know what you're doing.

New guns feel good too, armoury successfully fleshed out. What a blast.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4 - guns guns guns, hotfixed
Post by: Nia Tahl on October 27, 2020, 03:10:31 AM
Here's another small patch with some fixes, enjoy!

Changelog:
Spoiler
0.4.1
- Added Stocking bomber
- Updated GraphicsLib lighting data for new weapons
- Fixed Kimono HVB ship dropping as BP
- Crinkle
   - EMP arc count reduced from 10 to 5
   - EMP arc damage increased from 100 to 150
   
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.4 - guns guns guns
Post by: Tartiflette on October 27, 2020, 05:03:34 AM
There isn't enough profanity in the English language to express how much fun the Sateen is to fly.
Time to learn French!
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.2 - guns guns guns, hotfixed
Post by: Nia Tahl on October 27, 2020, 03:46:00 PM
Uploaded a small hotfix for the Sateen not properly spawning in fleets and markets.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.2 - guns guns guns, hotfixed
Post by: SateenFanboi188 on October 27, 2020, 03:57:27 PM
Ooo. Sacré dieu! Si belle journée. 
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.2 - guns guns guns, hotfixed
Post by: Unduck on October 28, 2020, 03:59:07 AM
Is the gown dreadnought in the game or not ? cuz i can't find it in market and in codex it looks incomplete 
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.2 - guns guns guns, hotfixed
Post by: Yubbin on October 28, 2020, 05:15:27 AM
It probably is, it just doesn't show the modules in the codex, and you might have to wait until the markets refresh to find a gown.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Nia Tahl on October 29, 2020, 11:35:22 AM
Another small update with some more balance tweaks and a shiny new destroyer

Changelog:
Spoiler
0.4.3
- Added Belt-class Destroyer
- Gown
   - Increased DP from 100 to 120
- Skye
   - Lowered DP from 30 to 28
- Curl
   - Lowered DP from 5 to 4
- Fiber
   - Increased bomb speed by 50
- Ruffle Diffusion Cannon
   - Projectile velocity reduced from 1500 to 1200
- Lace Pulse Repeater
   - Increased flux/damage from 1.1 to 1.2
- Tear-type Torpedoes
   - Reduced speed from 400 to 350
- Seam Storm Pulser
   - OP increased from 24 to 25
   - Range reduced from 650 to 600
- Tousle Flechette Gun
   - Lowered combined projectile speed average from 1200 to 1000
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: N3V3R on November 03, 2020, 05:29:58 PM
Would it be possible to put an empty station in Spindle star system so people can store ships/item?

Also I love the cargo ship and tanker ship and hope smaller versions are in the works :)

I think u need to make the weapons spawn more often/in greater numbers as its hard to outfit the ships u buy since u cant find the weapons(if doing a mainly ScalarTech fleet)
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Nia Tahl on November 04, 2020, 02:15:02 AM
Would it be possible to put an empty station in Spindle star system so people can store ships/item?

Also I love the cargo ship and tanker ship and hope smaller versions are in the works :)

I think u need to make the weapons spawn more often/in greater numbers as its hard to outfit the ships u buy since u cant find the weapons(if doing a mainly ScalarTech fleet)

1. Yes, but not plans to do so

2. No plans for those

3. STDF requisitions market always sells ScalarTech weapons. I can't make them spawn more often in normal markets without it affecting other things.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Chairman Suryasari on November 04, 2020, 08:07:16 AM
If you want more weapons and ships to spawn use this mod.

Mo' Weapons Mo' Ships
- https://fractalsoftworks.com/forum/index.php?topic=18359.0 (https://fractalsoftworks.com/forum/index.php?topic=18359.0) -

It is balance? no. It is fun, absolutely. It's probably can't affect the sub-market of ScalarTech but it's should able to affect the normal market at ScalarTech planet.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: N3V3R on November 18, 2020, 07:56:03 PM
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Nia Tahl on November 19, 2020, 07:35:20 AM
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.

Likely some bug with Vayra's Sector
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Wyvern on November 19, 2020, 09:21:08 AM
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.
That's actually a vanilla bug - you can, very rarely, acquire more of a ship or item than was actually present in the fleet you destroyed. Basically, the scavenge results just look at what was in the defeated fleet, not 'what was in the defeated fleet minus the things you already recovered'.

I suspect it's possible for a mod to address this issue for special ships, but it's also a very low probability issue and probably not a big deal.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: N3V3R on November 19, 2020, 12:34:30 PM
So I don't know how this happened but I somehow got 2 Hanakaze after I beat the fleet. This happened on my first Scavenge attempt.
That's actually a vanilla bug - you can, very rarely, acquire more of a ship or item than was actually present in the fleet you destroyed. Basically, the scavenge results just look at what was in the defeated fleet, not 'what was in the defeated fleet minus the things you already recovered'.

I suspect it's possible for a mod to address this issue for special ships, but it's also a very low probability issue and probably not a big deal.

ok gotcha but i found both of them together in the same scavenge attempt i did
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: N3V3R on November 19, 2020, 04:10:44 PM
Are u able to recover the kimono?
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Chairman Suryasari on November 21, 2020, 12:11:25 AM
It's should be recoverable, but if somehow it can't, check Prism Freeport, HVB ship usually spawn there for you to buy.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: N3V3R on November 21, 2020, 06:11:05 PM
so if u kill a bounty ship and dont recover it, it gets sold at the prism freeport? and i tried at least 2 dozen times to get the kimono lmao
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Chairman Suryasari on November 21, 2020, 08:44:34 PM
Well, i don't know why but Onslaught(P) from HMI already sold to the prism freeport despite i never killing him in the first place, maybe he get killed by random scavanger, i don't know. But yeah, if you find it annoying i recommended using console command if it's not recoverable, hell, i'm still pretty *** off that i cannot recover Timeless Prototype from Tahlan Ship too.
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: Nia Tahl on November 22, 2020, 03:13:11 AM
ScalarTech HVBs don't currently spawn on Prism. Will be fixed in the next update. Just forgot to add them to the config for that feature
Title: Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
Post by: GodAmongstUs on December 14, 2020, 09:14:40 AM
Wow, these are some NICE looking ships... cant wait to try them, thank you :)
Title: Re: [0.9.1a] ScalarTech Solutions 0.5 - Phase fun edition
Post by: Nia Tahl on December 19, 2020, 06:05:22 AM
Update 0.5

Who wants phase ships? You do! Maybe!
Here's a phase ship anyhow and with it an overhaul of the Gown.
Is there more? Why yes, there is, see for yourselves:

Changelog:
Spoiler
0.5
- Added Percale-class phase cruiser
- Increased the number of weapons and fighters available at Requisitions submarket
- HVBs will now properly appear in High End Seller when defeated
- Magmine Strike
   - Charge regen reduced by 20%
- Stitch/Stitchette
   - Added Strike and Use vs Frigates tags (will no longer target fighters)
   - Reduced magazine reload time from 10s to 8s
- Gown
   - DP reduced from 120 to 100
   - Module dissipation reduced from 500 to 400
   - Module capacity reduced from 10000 to 9000
   - Modules can no longer vent individually
   - Modules now overload with main hull
   - Modules now vent when main hull vents
   - Now has a visible hullmod explaining the above mechanics
- Fiber
   - OP reduced from 20 to 18
- Stocking
   - OP reduced from 18 to 16
- Tress
   - System changed to PD Suppression
   - DP lowered from 14 to 12
- Belt
   - Increased armor from 500 to 750
   - Increased hitpoints from 4000 to 4500
- Brim
   - Increased dissipation from 350 to 400
   - Increased capacity from 6000 to 7000
   - Reduced shield upkeep ratio from 0.4 to 0.3
   - DP reduced from 12 to 11
- Frill
   - DP reduced from 13 to 12
- Filament
   - Shield efficiency reduced from 0.7 to 0.8
   - System changed from Second Wave to EMP Relay
   - DP reduced from 55 to 50
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.5 - Phase fun edition
Post by: Modo44 on December 19, 2020, 08:42:32 AM
Is this update safe to install with an existing save?
Title: Re: [0.9.1a] ScalarTech Solutions 0.5 - Phase fun edition
Post by: Ishman on December 19, 2020, 09:32:37 AM
Is this update safe to install with an existing save?

If mod update, then save continuity = broken.
Title: Re: [0.9.1a] ScalarTech Solutions 0.5 - Phase fun edition
Post by: Nia Tahl on December 19, 2020, 09:36:47 AM
Is this update safe to install with an existing save?

If mod update, then save continuity = broken.

Should work with existing saves, actually. Might have some quirks with Gown loadouts, but nothing savebreaking.
Title: Re: [0.9.1a] ScalarTech Solutions 0.5 - Phase fun edition
Post by: Modo44 on December 19, 2020, 09:45:47 AM
Thanks.
Title: Re: [0.9.1a] ScalarTech Solutions 0.6 - Making the fighters a bit better
Post by: Nia Tahl on March 12, 2021, 11:39:56 AM
Small little update with a new bomber and balance changes. Have fun!

Changelog:

Spoiler
0.6
- Added Garter bomber
   - Carries a single Tear-torp
   - Wing of 2
- Fixed Version Checker support
- Strand
   - Lowered DP from 24 to 18
- Fiber
   - Increased wing size from 3 to 5
   - Lowered bomb damage from 1500 to 1200
   - Lowered shield hp from 600 to 300
   - Lowered hp from 400 to 200
   - Increased top speed from 160 to 180
- Stocking
   - Lowered OP from 16 to 12
- Thread
   - Lowered OP from 8 to 4
- Cord
   - Lowered OP from 12 to 10
[close]
Title: Re: [0.9.1a] ScalarTech Solutions 0.6 - Making the fighters a bit better
Post by: 0xCAFEBABE on March 27, 2021, 06:51:29 PM
this is awesome! awesome ship! awesome design! awesome designer!!!
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nia Tahl on March 29, 2021, 10:54:44 AM
0.95a compatibility. Have fun!
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Vallor on March 29, 2021, 02:14:09 PM
0.95a compatibility. Have fun!
How is the mod doing with backward compatibility with 0.91a ?
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nia Tahl on March 29, 2021, 02:30:57 PM
0.95a compatibility. Have fun!
How is the mod doing with backward compatibility with 0.91a ?
not.

Older versions are still available on my Patreon however. Just not really possible to keep mods backwards-compatible
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Achilles42x on April 11, 2021, 04:03:48 PM
Absolutely love this faction. Playing my first Nexa run, and decided I'd give them a shot as my faction. So cool, so swift, so power. Rock on.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Jet Black on April 12, 2021, 05:29:13 AM
side note, why does the big freighter hold less cargo than an atlus but eat more fuel?

p.s Gown is my favourite ship of all time.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nia Tahl on April 12, 2021, 09:56:23 AM
side note, why does the big freighter hold less cargo than an atlus but eat more fuel?

p.s Gown is my favourite ship of all time.

It goes burn 8 at base while an Atlas goes burn 6, but I can see why it would still seem a bit high. Will lower fuel use to the same as an Atlas.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: ChaseBears on April 12, 2021, 05:52:13 PM
Hey there, really enjoying this faction.  Been playing pretty much 100% ScalarTech ships on my current run.  Love the way the ships look and feel, and the weapons look amazing.  I haven't really messed with capitals yet but have flown most of the cruisers and below.  My favorite ship so far is the Verge, i love the turret placements and it looks great spewing energy murder in every direction.

I do have some feedback though, based on sticking to just using ScalarTech weapons as much as possible to keep the faction feel and aesthetic.

1.) For some reason Spindle doesn't reliably stock many of the faction weapons, this is irritating when its basically the only market.   I only got around this issue with a lucky custom production run at the bar that let me stockpile a bunch of the weapons.

2.)  Fitting feels really tight.  It's difficult to afford even one mod on some ships without using built-ins. After looking at my fits I concluded it's because the guns are for the most part extremely flux hungry and/or flux inefficient - just fitting out a ship 'normally' you are likely to be extremely over budget on flux.  And the ships themselves are tight on flux to start with - for example, the Margin-class has about 75 total 'ordnance value' of Ordnance Points plus baseline flux capacity and dissipation, whereas the Lasher has about 80 total 'ordnance value'.  And the Lashers guns are more efficient than ScalarTech guns, being both more baseline Flux efficient as well as using specialist damage rather than generic Energy.  And the Lasher is less dependent on shielding.  So that's why the Lasher is generally easy to fit mods into its padded OP budget while the ScalarTech equivalent is sweating bullets over fitting Reinforced Bulkheads even though it nominally is fairly close in flux power.  For reference, most standard vanilla combat frigates fit roughly in the same range band of ordnance value:  lasher 80, tempest 84, centurion 83, wolf 81.

3.) Faction could probably use one (or two?) more systems so that ships feel less like bigger and smaller versions of eachother. Maybe like a 'the black site sends missiles through the wormhole' ability on one of the carriers, or a more generic system that helps deal with heavy armor - I often felt I was struggling against heavily armored enemies. Starbases in particular are tough to deal with.  Or perhaps a defensive system themed around a creative use of wormholes to use on the defensive ships.

Specific ship feedback:

Strand: This ship is basically a Heron but a little better, so it probably should be, at minimum, equivalent in deployment cost rather than cheaper.  The Strand is also very effective strategically with its 9 burn and free logistics hullmods compared to the Heron, so it probably needs more commensurate strategic downsides - higher maintenance, specifically.

 Also like the Heron, it's very tight on fitting, to the point where you pretty much gotta strip guns off.  This is especially the case since ScalarTech doesn't really have a cheap option for the small energy mounts. 

Culotte/Camise: These ships both have a problem under the new skill system - Since they count as combat ships and not civilian they reduce the effectiveness of combat skills, and neither is actually strong enough to use as a combat ship. So since being natively Military is a downside unfortunately they have just ended up as bad versions of the vanilla logistics ships, specifically the Culotte is badly outclassed by 2x Phaeton and the Camise is badly outclassed by 2x Colossus.

Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: N3V3R on April 14, 2021, 10:40:35 AM
I do have a question on the Camise. Aren't larger cargo ships supposed to be more economical then a bunch of smaller ones? If so what is the reason the Camise isn't?
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nia Tahl on April 14, 2021, 11:06:30 AM
1. That's what the extra requisitions market is for. Spindle are supposed to use a mix of vanilla and faction-specific equipment and the regular markets reflect that

2. Fitting is fine imho. No intention to make any changes here. Don't compare energy weapons to ballistics. If you feel you're tight on OP, consider fitting vanilla weapons. Most of the ScalarTech-exclusive weaponry is more on the high end of the spectrums and meant to be mixed with vanilla options.

3. Maybe if I come up with something interesting.

Strand: You're forgetting that the Heron has a vastly stronger system. +50% damage to fighters is a massive buff that gives it strike power a Strand can't match. And again, you have vanilla for small mounts. This is BY DESIGN.

Culotte/Camise: Will be making both of these civilian. Have some patience. The intial 0.95a updates were mostly about getting things to work properly without much attention to the implications of new skills and the like.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Achilles42x on April 17, 2021, 01:17:28 PM
Personally, I love the balance on this faction- feels a touch exotic, and at times overpowered, but isn't due to the tradeoffs, as you articulated with regard to the Strand. Certainly one of the coolest looking.

I just love the Brim. I'm still flying my suped-up version well into the game, taking it for end-arounds with a couple other swift ships to disrupt the back/sides of the enemy while my heavies go straight up the middle.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: elite24 on April 18, 2021, 04:42:44 PM
Love the look of this faction, excited to finally try it out in my new campaign!

Found a possible bug when playing around with the ScalarTech Solutions Test mission. None of the ships have any weapons equipped. Looks like variants aren't being applied.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nia Tahl on April 19, 2021, 03:34:25 AM
Love the look of this faction, excited to finally try it out in my new campaign!

Found a possible bug when playing around with the ScalarTech Solutions Test mission. None of the ships have any weapons equipped. Looks like variants aren't being applied.

Working as intended. It's just an outfitting showcase anyway.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Jet Black on April 19, 2021, 07:13:21 AM
Trying out commissioned crews today, joined up with Scalartech, but im getting the luddic path buff from it?

How do I fix this?
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nia Tahl on April 19, 2021, 09:51:40 AM
Trying out commissioned crews today, joined up with Scalartech, but im getting the luddic path buff from it?

How do I fix this?

Idk, ask Techpriest.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: ApolloStarsector on April 20, 2021, 03:10:15 AM
Holy mother of holies, seeing the visuals and hearing the sound effects of a battle with the starting cruiser/frigates was absolutely mind blowing. I love that you stick to your guns about your vision and balance etc. Also happy with the lack of bloat and redundant ships.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Jet Black on April 22, 2021, 07:08:22 AM
I was wondering why scalar was losing planets left and right, then I saw the "strike fleet". Its 90% tankers and freighters lol.
How do I make them stop this madness?
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: ApolloStarsector on April 22, 2021, 11:07:55 AM
The mass tankers / freighters sent to attack other systems are due to a nexerelin bug
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: DaysOfDoom on April 22, 2021, 04:35:20 PM
Hey, I think I might have noticed a bug with the Tousle Flechette gun not generating hard flux on shield hits. I can try to grab a recording if you want.  It only seems to happen close to the weapon's maximum range.

Grabbed a recording just in case.

https://streamable.com/b8hyza
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nori on April 22, 2021, 05:45:33 PM
Heya, I'm playing Nex with random sectors and I'm wondering if I should be seeing the Gown ever show up in markets or well anywhere? I can't have a agent "procure" it, I can't search for it with a search mod, none of the spindle bases have one and I've checked them many times. Prism hasn't ever had one either. Haven't found a blueprint either. It seems like it doesn't exist except for a Codex entry. Am I missing something?
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: DaysOfDoom on April 22, 2021, 06:33:32 PM
Nori, the Gown does show up at the main planet (I forget the name), I currently have one as my flagship. It's ~2.3 mil. Its not always available but if you keep checking it should show up. It also might be a later game ship so depending on what year you are in it might not show up yet. I am playing on standard sector so I don't know if that will affect it.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Histidine on April 22, 2021, 06:46:09 PM
I was wondering why scalar was losing planets left and right, then I saw the "strike fleet". Its 90% tankers and freighters lol.
How do I make them stop this madness?
Most recent Nexerelin versions (IIRC it's 0.10.0c and later) limit and cap the tanker amount, so Spindle fleets aren't tanker-bloated from having a far-off star system.

Although it shouldn't dramatically affect their invasion/raid "remote" autoresolve power (player not near system), and their patrols shouldn't be affected at all, so it's probably not the underlying cause of their losing wars.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Nori on April 22, 2021, 06:51:26 PM
Nori, the Gown does show up at the main planet (I forget the name), I currently have one as my flagship. It's ~2.3 mil. Its not always available but if you keep checking it should show up. It also might be a later game ship so depending on what year you are in it might not show up yet. I am playing on standard sector so I don't know if that will affect it.
Ok thanks. I'll keep looking.  :)
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Sir_Meower on April 23, 2021, 12:07:45 AM
I'm just going to leave this here because I tried Scalar Tech and really like the designs and playstyle: I'm feeling the capital ships such as the Filament and Corset need a little flux limit increase and slightly increased flux dissipation rate. I tried using them to fight vanilla capital ships such as the Conqueror (with a flux limit of 17,000 and flux rate of 1,200) and due to the flux rate of 900 and flux limit of 15,000 (granted it's a battle carrier, I know) as well as the corset with a flux limit of 16,000 and flux rate of 900. Although the Onslaught only has a 600 flux dissipation rate and 17,000 flux with the range of those built in thermal cannons it's been very difficult to defeat (with a few of it's smaller friends of course) just using a Corset or Filament with weapons such as tachyon lances or stitch beam lances. I personally adjusted the the Filament flux limit to 17,000 and flux dissipation rate to 1,000 along with adjusting the Corset's flux limit to 18,000 and flux dissipation rate to 1,000. By doing that I found they played and felt more like capital ships, but hey I'm new to this mod and just might not know how to actually use the ships to their fullest potential.

Anyhow that's my two cents on the matter and as mentioned above overall I love the mod due to it's ship design, unique weaponry, art style of the ships. I just personally feel that the capital ships such as the Filament and Corset are a little wimpy and need a little buff even with the unique Scalar Tech bonuses initially given to them. That or I just suck at using them -_-.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Flacman3000 on April 23, 2021, 12:22:19 AM
Will you be creating broken-down pirate variants or ones sold abroad? It will emphasize less exclusivity because they are bound to have ships stolen and redesigned.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: Hellya on April 23, 2021, 03:05:08 PM
I'm just going to leave this here because I tried Scalar Tech and really like the designs and playstyle: I'm feeling the capital ships such as the Filament and Corset need a little flux limit increase and slightly increased flux dissipation rate. I tried using them to fight vanilla capital ships such as the Conqueror (with a flux limit of 17,000 and flux rate of 1,200) and due to the flux rate of 900 and flux limit of 15,000 (granted it's a battle carrier, I know) as well as the corset with a flux limit of 16,000 and flux rate of 900. Although the Onslaught only has a 600 flux dissipation rate and 17,000 flux with the range of those built in thermal cannons it's been very difficult to defeat (with a few of it's smaller friends of course) just using a Corset or Filament with weapons such as tachyon lances or stitch beam lances. I personally adjusted the the Filament flux limit to 17,000 and flux dissipation rate to 1,000 along with adjusting the Corset's flux limit to 18,000 and flux dissipation rate to 1,000. By doing that I found they played and felt more like capital ships, but hey I'm new to this mod and just might not know how to actually use the ships to their fullest potential.

Anyhow that's my two cents on the matter and as mentioned above overall I love the mod due to it's ship design, unique weaponry, art style of the ships. I just personally feel that the capital ships such as the Filament and Corset are a little wimpy and need a little buff even with the unique Scalar Tech bonuses initially given to them. That or I just suck at using them -_-.

I am grooving on this mod. That beings said, I agree. The current rework of the fighter system has made carriers less effective. I think it is going to take mods a few cycles to get caught up to the new middle ground.
Title: Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
Post by: ApolloStarsector on April 24, 2021, 10:52:46 PM
Also agree. Simply go into a simulation and watch any of these beautiful capital ships be destroyed by *any* vanilla capital ship, with almost any loadout.

Gorgeous mod with great sound effects though.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Nia Tahl on April 25, 2021, 03:37:17 AM
Update time!

Hope you enjoy!

Changelog here:
Spoiler
- Camise
    - Now civilian-grade
    - Lowered supply cost to 9
    - Lowered burn level to 8
- Culotte
   - Now civilian-grade
    - Lowered supply cost to 6
- Percale
   - Can no longer overload from phasing
- Sateen
   - Slightly reduced system duration
   - Increased DP from 40 to 45
- Corset
   - Lowered DP from 45 to 40
   - Increased armor from 1000 to 1200
   - Increased dissipation from 900 to 1000
   - Improved shield efficiency from 0.8 to 0.6
- Belt
   - Increased shield efficiency from 0.9 to 0.8
- Filament
   - Increased shield efficiency from 0.8 to 0.7
   - Increased armor from 900 to 1000
   - Increased flux capacity from 15000 to 18000
   - Tripled system duration
   - Halved system flux cost
- Strand
   - Increased shield efficiency from 0.8 to 0.7
- Tress
   - Increased shield efficiency from 0.8 to 0.7
- Midi
   - Increased shield efficiency from 0.9 to 0.8
[close]
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Jet Black on April 25, 2021, 04:27:23 AM
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Sarissofoi on April 25, 2021, 05:30:06 AM
Just wanted to say thank you for CHEMO THERAPY mod.
Phase is enough cancer without mines.

Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: ApolloStarsector on April 25, 2021, 05:22:15 PM
Hell yeah, buffs!
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: JohnDoe on April 25, 2021, 05:38:27 PM
Well deserved buffs. My Filaments were getting destroyed by end game threats because they couldn't win the flux wars against other capitals of similar cost.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Sir_Meower on April 28, 2021, 06:05:46 AM
Oh thank you so much for those changes! I'm going to download the latest version of the mod and start going ham!
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Stalkar on May 06, 2021, 05:06:39 PM
Like the design
But theres is the faction supposed to have only one star system?run in a problem where i either cannot find the ship i want or weapons are just not there
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Excel.exe on May 07, 2021, 03:17:26 AM
Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Nia Tahl on May 07, 2021, 06:13:30 PM
Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?

The faction music was made by MesoTronik. He certainly did a great job with it.

First things first,i love the designs and the ship overall concept,thumbs up for making them
But theres one thing that was constasntly bothering me,the faction is supposed to have only one star system or i am just unlucky?
when i start with their faction and move to buying bigger ships(verge+) i constantly run in a problem where i either cannot find the ship i want for hours(when i clearly remember seeing it there an hour ago),or just unable to fully equip them with faction weapons bcs....weapons are just not there(and i feel really bad for slapping other weapons instead),which is reaaaaly sad,any chances that will be tweaked for them to have at least a little cluster of 2-3 stars nearby?or like a military base in that area?getting their equipment is just painfull even if you already have max standing and full access to things
this becomes even more sad when they have a bad start and their economy drops,getting gown took me quite a while when they where raided by pirats and other factions bcs RNG

ehhh...i miss ships like gown....big ships with big guns go brrrr

and if it comes to suggestions....hm....i would probably consider one thing besides adjusting the faction status

adding some sort of heavier fighter type that would be just one wing in slot,but like....small frigate sized?(with apropriate stats and weaponry)
as in my testing everything else besides the garter was nearly useless and couldnt do much later,with garter just shining a very bright light due to naturally being a heavy bomber with one shot at decent range
while anything else that tries to engage in CC just gets demolished and you have to replace it to not lose crew and combat performance later on
or,make fodder tiers to be complete automatic and not require crew for them to do their job as a complete wall of meat, but you wont lose your crew now

The faction is and always has been meant to mix vanilla weapons with their own. I'm not a fan of adding vanilla equivalents when they aren't needed. Imho the faction aesthetics mesh well enough with vanilla weapons.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: MesoTroniK on May 09, 2021, 12:18:08 AM
Easily my favourite faction mod, and goddamn the music for them though, i literally sat a station listening to the music while outfitting my ships and realised a whole hour had passed, where is it from?
:)
Ambient music is underappreciated, always makes me smile when I find someone who agrees.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Nia Tahl on May 09, 2021, 02:27:14 PM
I'm not adding more systems for them. Wouldn't fit their lore. Weapons are available enough between their two planets and the extra market at Charkha.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: luckish on May 10, 2021, 01:52:21 AM
I'm not adding more systems for them. Wouldn't fit their lore. Weapons are available enough between their two planets and the extra market at Charkha.

i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazing
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Madskills on May 10, 2021, 05:53:35 AM
I had a good modded playthrough with lots of 0.95a mods along with this one. I'll leave a mini-review here to make sure the author knows there are players who care and maybe some feedback.

First of all, the art is hands down amazing. Not only the best art in the entire starsector modding community, it might be better art than what vanilla starsector has. Holy sweet little baby jesus, gotta love it.

Compared to tahlan shipworks, this mod's ships are a little bit more generic mechanically, I wish they had more special/unusual/interesting stuff going on with subsystems or skills. But I don't know how to do that without making them too strong.

Another thing I wish this mod had is tighter integration with the game: give pirates torn apart variants of scalar ships, have maybe some random deep space encounters with their experimental tech, have some interesting interaction with vanilla factions, etc. I understand that the point of this mod is being just a faction mod and this is what faction mods often do, but I know the author can go so much deeper than this after playing tahlan shipworks!

As for weapons, I think their weapons are a little bit too strong for how easy they are to obtain (just land on their planet and buy). I don't mind them being stronger, but I wish they were harder to obtain.

Gotta re-iterate how amazing the art, because it really sells the entire mod. I really like how pixel-art smoothly blends with conventional art in its ships, what a great job with that!
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: The_White_Falcon on May 11, 2021, 07:23:58 AM
Just a heads up; the version checker is saying this version is 0.0 even though it should be 0.7.  In other words: the version checker is saying I have version 0.0 and should have 0.7 (even though I DO have 0.7 installed).
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: MesoTroniK on May 12, 2021, 02:12:30 AM
i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazing
It will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Warnoise on May 19, 2021, 01:52:08 AM
This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.

I am curious about what is their weakness?

Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Chairman Suryasari on May 19, 2021, 03:25:01 AM
Well, lore-wise, they're isolated for so long and have to develop superior weaponry to keep their independent from both Persean league and Hegemony so it's probably a design choice. But in the campaign they mostly just sit there doing nothing, and in Nex as long you're not actively hostile toward them they can't be bothered with you.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Nia Tahl on May 19, 2021, 11:26:59 PM
This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.

I am curious about what is their weakness?

I'd need a bit more detail on how the weapons are supposed to be any different in power from vanilla and the fighters are "utterly broken". Don't really have much to go on here.

Their weaknesses are the same as normal hightech
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: KDR_11k on May 20, 2021, 04:10:05 AM
Wait, that balance wasn't intentional?
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Nia Tahl on May 20, 2021, 09:43:40 AM
Wait, that balance wasn't intentional?

what balance?
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: Master Troano on May 22, 2021, 03:26:11 AM
I've been using this faction pack as well. Aside from the astounding design, I have NOT seen any balance issues. If anything, the capitals are a bit fragile, but I believe that is by design. If anything, I found the fighters to be quite easily destroyed by any sort of PD.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: luckish on May 23, 2021, 09:10:26 PM
i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazing
It will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.
based, thank you. that station theme? *** beautiful man
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: SpaceDrake on June 02, 2021, 09:44:45 AM
Just out of curiosity, does Yurika actually "do" anything? Or is she just a cosmetic CEO/governor for Charkha?

Anyway, this mod rules like hell and I love it, thank you for making it Nia. Making friends with the STDF feels good. :3
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Nia Tahl on July 11, 2021, 01:09:56 PM
Mod update! Better late than never!

usual stuff, really

here's a changelog:
Spoiler
0.8
- Added Dessous-class Assault Fighter
- Added Twine-class Interceptor
- Added Strass and Strassette low-energy blasters
- Thread swarmer
   - Increased hp from 200 to 300
   - Removed shields
- Fiber bomber
   - Bombs no longer have proximity fuse
   - Now drops 3 bombs per fighter
   - Bomb hp and damage reduced
- Skye
   - System no longer affects ballistic weapons
   - Increased debuff duration from 3s to 3.5s
   - Lowered top speed from 90 to 80
- Seam
   - Reduced spread a bit
   - Improved projectile spread from 800 to 900
- Stocking
   - Increased OP cost from 12 to 14
   - Lowered shield hp from 400 to 300
- Red rings on engines now disappear when engine is flamed out
- Updated variants
- Improved turn rates on various weapons
   - Did these in one pass and was too lazy to write down which ones
- Various Rate of Fire increasing effects now also increase charge regeneration:
   - Cycle Accelerator system
   - Limit Release system
   - Dual Capacitor Banks hullmod
   - Upscaled Capacitor Banks hullmod
- Updated fighter credit costs
- Touched up some sprites

[close]
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Algoul on July 11, 2021, 03:39:04 PM
I never seen a super-capital (dont know it name) from preview, in NPC fleets and my agents didnt see it fraction rodster - it is some sort of quest ship or cut from mod? Like kadur Caliph?
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Phenir on July 11, 2021, 06:59:26 PM
It's the Gown, you can find it sometimes on their special market at their main planet. The one that sells you stuff just for being friends with them.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Algoul on July 12, 2021, 01:51:02 AM
It's the Gown, you can find it sometimes on their special market at their main planet. The one that sells you stuff just for being friends with them.
Got it, thanx
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Hahaheho on July 14, 2021, 01:00:47 AM
First off, thank you so much for this fantastic mod! I really enjoys the pretty clean, white design they have. They only have a negative with speed in term of playability as a faction since lugging the majority of the endgame ships around is a pain. Their 'general' guns quite living up to their name, being so good at multitasking they can do almost anything. It's a pretty strong faction, a bit too strong at some parts.

I do have some recommendations:

Make the fighters reddish propellant and propellant trail into the pretty white and blue. My OCD just yells at me to get them into the blue theme.

Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: SpaceDrake on July 14, 2021, 06:50:07 PM
Also, I noticed that as of this update, Spindle now starts at 40 with Diable instead of 50. That's a good move and doesn't get them sucked into Diable's warmongering all the time!
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Jade Tendency on July 21, 2021, 04:48:20 AM
I never seen a super-capital (dont know it name) from preview, in NPC fleets and my agents didnt see it fraction rodster - it is some sort of quest ship or cut from mod? Like kadur Caliph?

It's pretty great, but it's 100DP to deploy it.

(https://i.imgur.com/g9uhQEx.png)

Eagle for scale.
Title: Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
Post by: MesoTroniK on July 23, 2021, 01:17:46 AM
i only did a lil cursory look over the page, but is the station music posted anywhere? its pretty amazing
It will get uploaded to my SoundCloud not yet but soon. In the meantime you can dig them out of the mod folder for listening.
based, thank you. that station theme? *** beautiful man
I didn't forget! I just been really busy with... Stuff. And thank you I am glad you enjoy them friend :)
https://soundcloud.com/mesotronik/sets/spindle-protectorate
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Ormix on August 08, 2021, 02:28:17 AM
Awesome mod! Can I add it in ongoing game?
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: SpaceDrake on August 08, 2021, 05:52:26 AM
You could, I guess, but you'd get almost nothing out of it. You need Spindle (their home system) to spawn during map gen to get the most out of ScalarTech.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: wilki24 on August 26, 2021, 05:13:42 PM
Awesome mod, really enjoying the ships.

I did notice that when the AI is flying the Hem frigate, it doesn't seem to use the chain skimmer at all. It's a cool little ship, but I've watched it die to things that it should have easily avoided.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Superharem on August 27, 2021, 10:05:03 AM
God, the ships look amazing.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: SpaceDrake on August 27, 2021, 06:47:44 PM
God, the ships look amazing.

They're also great to play. The Skirt's amazing fun, the Brim is heckin' useful, the Skye is fun on a bun, all their standard capitals are great in unique ways, and the Gown is probably the best-balanced and best-implemented playable "super-capital" modular ship yet put into a mod. (The Loco from HMI is also great, but it does suffer a tiny bit from "FRONT TOWARD ENEMY IS POWER" syndrome, while the Gown's True Helldeath Frontal Arc is a decent bit narrower and flying it well requires a lot of decision-making.) For all that Nia goes on about "what balance?", Scalartech is really well balanced and put-together.

I do wish getting Your First Gown was a bit more consistent, though.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: IonDragonX on October 24, 2021, 08:43:22 PM
@Nia Tahl
Quote
Requires:
LazyLib
MagicLib
Are you sure about that?
Try using only ScalarTech plus LazyLib & MagicLib only and tell me if you crash on load.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Nia Tahl on October 25, 2021, 08:28:58 AM
@Nia Tahl
Quote
Requires:
LazyLib
MagicLib
Are you sure about that?
Try using only ScalarTech plus LazyLib & MagicLib only and tell me if you crash on load.

I am sure and I don't crash on load.

And dial back the passive aggressive bs next time.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: IonDragonX on October 25, 2021, 10:06:11 AM
I am sure and I don't crash on load. And dial back the passive aggressive bs next time.
Did you leave Nexerelin enabled when you tried that, though?
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Nia Tahl on October 25, 2021, 12:06:28 PM
I am sure and I don't crash on load. And dial back the passive aggressive bs next time.
Did you leave Nexerelin enabled when you tried that, though?

If you have a bug to report, then do so. If there's a crash, give me a crashlog. Don't waste my time with dumb guessing games. Thank you.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Histidine on October 25, 2021, 08:07:47 PM
I just tried running with only ScalarTech, Nex, LazyLib and MagicLib, and it worked.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: IonDragonX on October 26, 2021, 12:08:21 AM
I just tried running with only ScalarTech, Nex, LazyLib and MagicLib, and it worked.
Ah, I see. Nexerelin was the missing requirement...
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: Nia Tahl on October 26, 2021, 04:00:00 AM
Nex shouldn't be a hard requirement. I've tested without Nex enabled. Just give me a bloody crashlog jfc.
Title: Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
Post by: IonDragonX on October 26, 2021, 07:19:29 PM
Nex shouldn't be a hard requirement. I've tested without Nex enabled. Just give me a bloody crashlog jfc.
I'm sorry. Just me screwing up too many times. I started from a fresh SS install and added Scalartech + Lazy + Magic and everything worked.
I apologize if I made you mad. That was never my intention.
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: Nia Tahl on November 06, 2021, 04:20:57 AM
Who wants some fighter balance? You? Here is some, maybe. I'm not very good at that sorta stuff.

Also introducing Silvy.

Changelog:
Spoiler
0.8.1
- Adds Silvys Renham contact in Charkha
- Twine
   - Increased hp from 300 to 600
   - Increased armor from 20 to 30
   - Increased top speed from 240 to 280
- Stocking
   - Reduced wing size from 3 to 2
   - Increased top speed from 240 to 260
- Garter
   - Reduced shield hp from 500 to 300
- Tear Torpedo
   - Reduced damage from 2000 to 1200
   - Arc damage changed from 300 frag to 100 energy
[close]
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: SpaceDrake on November 06, 2021, 03:49:13 PM
Okay, but the big news: lower frontal profile of a Sateen! :O

Always love seeing updates to this.
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: Fenrir on November 17, 2021, 01:36:21 PM
Bug report:
Game crashes when interacting with Silvys Renham (the Head of Reasearch) and try to select blueprints to turn in with ABSENCE OF Nexerelin, Game ran on version 0.95-RC15, no extra mod than STS, lazy and magiclib and console commands. Crash report: Fatal: exerelin/utilities/StringHelper, log following:
Spoiler
331594 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/StringHelper
java.lang.NoClassDefFoundError: exerelin/utilities/StringHelper
   at com.fs.starfarer.api.impl.campaign.rulecmd.tahlan_SilvysTurnInScript.selectBPs(tahlan_SilvysTurnInScript.java:135)
   at com.fs.starfarer.api.impl.campaign.rulecmd.tahlan_SilvysTurnInScript.execute(tahlan_SilvysTurnInScript.java:71)
   at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.Stringsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.StringHelper
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 21 more
[close]
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: Zalpha on December 07, 2021, 07:43:46 AM
Fun mod. I think it is the Seam Storm Pulser, that weapon is OP, I am one salvo KO shooting little ships (Love it). Does this ship pack have a Crew carrying Ship? I have seen the fuel and cargo ships so far but not a personal carrier. If it has has a crew ship, what is it called?
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: itsANHonor on January 18, 2022, 07:59:11 PM
Hey all,

I've got the Starsector bug bad and added a bunch of mods. Just filing a bug report as Scalartech appears to conflict with something and throw a nullpointer exception. Not sure what is useful but here's what I pulled from the log. Removing Scalartech from the load order seemed to solve the issue.

213164 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: E:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech (data\weapons\tahlan_spiral2_r.wpn)]
213165 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\tahlan_stitch.wpn]
213165 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: E:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech (data\weapons\tahlan_stitch.wpn)]
213166 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\tahlan_stitchette.wpn]
213167 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: E:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech (data\weapons\tahlan_stitchette.wpn)]
213167 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\tahlan_strandring.wpn]
213168 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: E:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech (data\weapons\tahlan_strandring.wpn)]
213168 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\tahlan_strass.wpn]
213169 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: E:\Games\Starsector\starsector-core\..\mods\tahlan-scalartech (data\weapons\tahlan_strass.wpn)]
213282 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.N.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: Nia Tahl on January 19, 2022, 03:30:26 AM
Try redownloading the mod. Might have a corrupted file in there somewhere.
Title: Re: [0.95a] ScalarTech Solutions 0.8.1 - Fighter (maybe) balance
Post by: SpaceDrake on January 19, 2022, 12:47:07 PM
Yep, can confirm I load it just fine and other folks seem to, as well; I've certainly never had the Strass spit errors at me.
Title: Re: [0.95a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Nia Tahl on January 28, 2022, 02:25:51 PM
Here's an update, have fun. See first post for details and all that.
Title: Re: [0.95a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Pegboard on January 28, 2022, 02:50:46 PM
Is it intentional that the utility ships are not included in the ScalarTech BP package?
Title: Re: [0.95a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Nia Tahl on January 28, 2022, 03:07:58 PM
Is it intentional that the utility ships are not included in the ScalarTech BP package?

The new smaller freighter is included. The tanker and large freighter are not.
Title: Re: [0.95a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Oni on January 28, 2022, 03:20:25 PM
With Scalartech returning, the Kadur Remnant are the last of the old guard missing from my game.

Huzzah!  8)
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Nia Tahl on January 28, 2022, 06:07:44 PM
ScalarTech worked just fine on 0.95.1a without this patch, you know
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Fuegoredux on February 12, 2022, 08:30:28 AM
In multiple runs I've made Spindle one of my first stops to grab a Camise(one of my favorite freighters) but have yet to see a Camisette for sale. I also check the Scaler fleets and haven't seen one among them either.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Nia Tahl on February 12, 2022, 11:19:50 AM
In multiple runs I've made Spindle one of my first stops to grab a Camise(one of my favorite freighters) but have yet to see a Camisette for sale. I also check the Scaler fleets and haven't seen one among them either.

Known bug. Fixed in dev.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: spacewalker on February 13, 2022, 02:44:04 PM
What is the requierment for the head of research to give me missions? i got her, one other spindle contatct and spindle itself, all to 100 relation, but she is still telling me i need to make friends
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: DoomsdaySnail on March 02, 2022, 12:21:24 PM
I'm also confused how to get Silvys to give me quests. Maxed out relation with the faction, am commissioned, do I need to increase relation with the quest givers?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.2 - More phase, you say? Sure thing!
Post by: Nia Tahl on March 02, 2022, 12:46:27 PM
Broken currently. Will be fixed next update.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: Nia Tahl on March 20, 2022, 02:33:58 PM
Small update, mostly for the Silvys fix
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: SpaceDrake on March 20, 2022, 02:41:43 PM
Yaaaay, glad The Fix Got Inâ„¢.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: memeextremist on March 22, 2022, 02:17:20 PM
No problems, but I wanted to say this is a wonderful mod with cool themed names. thanks for this and tahlan!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: Hydrogenionz on April 03, 2022, 08:20:07 AM
I really like ScalarTech Solution mod. I've been playing this mod in detail for the past two months, and I think such a good piece is worth promoting to more players.

Now I want to translate this mod into Chinese and post it on SS Chinese forum.

Of course, all this will be realized after you authorize me to publish Chinese version of ScalarTech Solution 0.8.3 and it future version on SS Chinese forum.

Will you give me this permission?

Finally, expressing my sincerest thanks to you for your efforts!  ;D
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: Nia Tahl on April 03, 2022, 08:42:01 AM
I really like ScalarTech Solution mod. I've been playing this mod in detail for the past two months, and I think such a good piece is worth promoting to more players.

Now I want to translate this mod into Chinese and post it on SS Chinese forum.

Of course, all this will be realized after you authorize me to publish Chinese version of ScalarTech Solution 0.8.3 and it future version on SS Chinese forum.

Will you give me this permission?

Finally, expressing my sincerest thanks to you for your efforts!  ;D

Replied to your PM and thanks
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: Aronai on April 12, 2022, 10:45:32 AM
Just wanted to throw in my two cents that the spritework in this mod is great. I'm a huge fan of the ships!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.3
Post by: SpaceDrake on April 12, 2022, 07:22:04 PM
The ScalarTech sprites really are some of my favorite ones ever. I need to do another heavily ScalarTech-based run at some point.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Nia Tahl on April 15, 2022, 04:40:12 AM
(https://imgur.com/ToAIX8t.png)

Here's a new update featuring a new unique bounty ship. Some of you might recognise it. My thanks to FlashFrozen for giving me permission to pay homage to his iconic battlecruiser.

Full changelog:
Spoiler
- Added Silken Banshee bounty ship
- Added large mount Tear torpedo variants
- Renamed medium Tear launcher
- Tear torpedo (all variants)
   - Range increased from 1200 to 1500
   - Damage increased from 1200 to 1400
   - Arc count reduced from 12 to 10
   - HP reduced from 400 to 300
[close]
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: SpaceDrake on April 15, 2022, 04:57:16 AM
The Silken Banshee?

Large Mount Tears? :o

Well that got downloaded at the speed of light.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Superharem on April 16, 2022, 07:13:12 AM
Oh wow love it already
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Vent on April 19, 2022, 10:19:05 AM
Are the portraits used by some ScalarTech NPCs available for use for the player?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: SpaceDrake on April 19, 2022, 02:03:50 PM
Not by default, but it's easy enough to add them to the mod's player.faction file, or to another player.faction file that you've set up for your own custom portraits in a mini-mod. You're looking for graphics/tahlan/portraits/aurica.png, graphics/tahlan/portraits/silvys.png, and graphics/tahlan/portraits/yurika.png.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: ryujinblade on May 31, 2022, 09:43:32 PM
heya Nia! idk if this is the place to post a suggestion, but is it possible in the future we could get some degree of a dreadnaught level supercarrier, for that true late game strike craft mayhem? i think the gown is a amazing/beautiful ship, but i was hoping a more strike craft oriented ship to utilize that schalartech strike craft projection. this mod of yours is by far my favorite of all the faction mods aesthetically and its unique carrier/fighter orientation awesome. i am not aware of the difficulties that go into modding but am just a fan of your mod, and curious if its a possible addition.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: bigwheel on June 17, 2022, 01:46:46 AM
I had to take a look in the game files to see where that smooth ass music was coming from. Luckily I'm friendly with Spindle otherwise I'd never have heard tahlan_spindle_friendly.ogg. Great track Mesotronik
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Nia Tahl on June 17, 2022, 05:10:27 AM
heya Nia! idk if this is the place to post a suggestion, but is it possible in the future we could get some degree of a dreadnaught level supercarrier, for that true late game strike craft mayhem? i think the gown is a amazing/beautiful ship, but i was hoping a more strike craft oriented ship to utilize that schalartech strike craft projection. this mod of yours is by far my favorite of all the faction mods aesthetically and its unique carrier/fighter orientation awesome. i am not aware of the difficulties that go into modding but am just a fan of your mod, and curious if its a possible addition.

Absolutely not. Scalartech is designed for a combined arms doctrine, mixing in carriers in more of a support role. They specifically don't have a capital dedicated carrier with Filament and Gown being battlecarriers. I also just wouldn't want to add another supercapital.

I had to take a look in the game files to see where that smooth ass music was coming from. Luckily I'm friendly with Spindle otherwise I'd never have heard tahlan_spindle_friendly.ogg. Great track Mesotronik

Meso did an absolutely beautiful job on the tunes, yes.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: XRRoy on June 25, 2022, 04:31:27 PM
Hello there! New SS player here! ;D
Thank you for making such cool mods, however I've been unable to make ScalarTech faction spawn in more than two systems (in my case, Spindle and the other one I can't remember the name...), is there any mods that I can tweak faction spawning to make ScalarTech occupy more systems in the sector?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: BigBrainEnergy on June 25, 2022, 07:13:26 PM
Have you tried Nexerelin? That one should do the trick.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Noobishnoob on July 08, 2022, 08:03:55 AM
The fighters launched from the gown's side portals seem to be on fire and despawn is this happening to anyone else or prolly me missing a file or update?

[attachment deleted by admin]
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Modderintrainingwheels on August 03, 2022, 01:41:38 PM
I absolutely love this mod Nia. Its my favorite ship pack to date, keep up the good work
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: ihugyourmom on August 05, 2022, 09:06:40 AM
Version Checker claims there is an update to x.85 but dl link still shows x.84.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Nia Tahl on August 05, 2022, 09:11:50 AM
fixed the version checker notification. .5 isn't ready yet, but soon
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: strinn on August 08, 2022, 03:10:09 AM
So I have almost finished a full playthrough with this mod as my main source for ships and I have to say that the ships both look and play amazing but I do have some balance and design complaints/feedback/suggestions.

1) Cruisers feel weak compared to destroyers (and 1 frigate). Cruisers are generally the bread and butter of a low-tech/midline fleet since they are able to absorb damage and deal large amounts of damage back (ex: Eradicator; Dominator; Champion). High-tech cruisers, however, tend to struggle in the base game and this is probably for one main reason: vanilla medium and large energy weapons suck for sustained fire engagements due to most of them either having low range, high flux cost, limited number of charges, no hard flux damage, or some combination of the 4. This was not fixed with the weapons added in the mod since most of them share these exact same weaknesses. This also means that the eradicator/hammerhead-type frontline ship roles are not viable with the Verge, Skye, and Midi due to them not being able to properly get in range of the enemy fleet or not being able to deal enough damage from a distance. I understand that these were probably made with other modded energy weapons in mind, but taking only vanilla and ScalarTech weapons into account, all of this makes them strictly inferior to destroyers (and 1 frigate) like Brim (and Skirt) since it fulfills the hunter roles that high-tech cruisers usually serve. I don't think there is an easy fix for this since the ships themselves aren't the main problem. The way to solve it would probably be to add more high-range, high-suppression energy weapons.

2) There are too many variants of same ships that essentially play the same way. There are two versions of the phase ship with armaments on the front, three versions the energy weapon hammerhead-like ship with 1 large weapon, and two versions of the carrier with hardpoint slots on the front. My problem is not that there are too many of them, but that the similarities between them make some of them redundant. For example I found myself not using the Strand because the medium hardpoint slots on the front of a carrier do not provide nearly as much value for DP as you would get by just bringing one more fighter bay into the fight due to the AI not wanting to approach the enemy ships with carriers even with medium energy weapons on the front.

3) Some ships look a bit strange compared to others. Specifically I am referring to the Corset, Midi, Verge, and Peracle. The Corset looks very different from the other two capitals and I can't stop seeing it as a mushroom. The Midi looks like a crab. The Verge looks like a brick. The Peracle (and Skye to some extent) look too short and chunky. I'm not saying that this is a big problem but I would like to see them maybe changed a bit if that's even possible.

4) Sateen and Corset are much less useful than the Filament. The thing with Sateen and Corset is that they don't have (unlocked) fighter bays unlike the Filament. Fighters are very versatile, able to act as point defense, burst, suppression, or all 3 at once (like Twines and Broadswords) and this is what energy weapons used by the other two lack. Filament also has a better system than the other two since it enhances the three functions I previously described. Corset has a pulsedrive which is one of the worst systems in the game since it doesn't provide a dps boost, is used badly by the AI, and doesn't allow you to go backwards without stopping fire, which is the entire point of mobility. Sateen's system is a bit stronger, providing some point defense as well as close-range emp and allowing you to go sideways and backwards, but has the problem of being used very badly by the AI which makes it unusable in non-player hands.

5) Frigates are a bit too weak compared to the better vanilla frigates. Normally, the better vanilla frigates serve one of, or all 3 roles: swarm; tanking damage; dealing high close-range damage. This applies to Brawler (LP), Centurion, Hyperion, Monitor, Scarab, Tempest, and Afflictor. Those that can either do all 3 roles well or 1-2 roles really well are often considered the best. If you notice, a lot of these also have 1-2 medium weapon slots, which is a big contributor to why they are good. Small weapons usually aren't good enough to be the main armament of a ship unless that ship can serve the assassin role (Afflictor) and even if it can serve that role, it's generally not used in large quantities. The Margin and Curl can only use small energy weapons but aren't nearly mobile enough to make good use of them. The Hem does have 1 medium but not enough mobility and tankiness for the AI to effectively make use of it.

Looking at the better ships in each size category the roles go somewhat like this: capitals tank damage, deal high burst or sustained damage from a large range (fire support); cruisers tank damage and overwhelm other ships with long range suppressing fire; destroyers kill smaller ships and provide medium range fire support; frigates distract larger ships, deal high close range damage, tank damage, and swarm.

All that said, I do think that most of the ships look amazing and have interesting play patterns but I do wish there were more strong ships (and weapons) besides just the carriers, civilian ships, the Skirt, and the Silken Banshee.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: power12359 on August 08, 2022, 01:16:26 PM
I'm gonna try out this mod. I was kinda close to not downloading this mod because I thought it wasn't part of Commissioned Crews but turns out it was. It's just labeled as Spindle Protectorate.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.4
Post by: Thecrippler on August 11, 2022, 11:38:13 AM
Love the mod love the ship  :) is ther any plans to add more ships and also is there any plans do modify ther weapons or add more new weapons ?? second best mod to me good work
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Jet Black on August 27, 2022, 04:48:35 AM
The Gown capital ship is absolutely amazing; I think it was the first modular ship I had ever seen. It has since become my favourite ship of all time. Strinn didn't even mention the it in his review, and yet it is hands down the best part of the mod lol.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: trstrs on September 08, 2022, 01:21:36 AM
The Gown capital ship is absolutely amazing; I think it was the first modular ship I had ever seen. It has since become my favourite ship of all time. Strinn didn't even mention the it in his review, and yet it is hands down the best part of the mod lol.
Try RED you will be amazed (maybe not, if not contact your amaze vendor)
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: trstrs on September 08, 2022, 01:27:51 AM
what about Corset system (ship don't have enough mobility in a heavy fight, would like to see him with directional jump, like SRA Mimir) it will be interesting to see heavy cruiser size ship with front shield module (it also make scalartech fleets more hardy)
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Taverius on October 03, 2022, 06:28:42 PM
Did a faction run with STS.

Not really my kind of playstyle, but pretty fun overall and I'll be keeping it around in the universe.

Some quick notes:
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: IroncladLion on October 18, 2022, 11:07:11 AM
For those interested in the faction, I put together a review video of ScalarTech.
https://youtu.be/qfV-AJz4V0A (https://youtu.be/qfV-AJz4V0A)
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nico_Sama on October 20, 2022, 03:09:43 AM
Before I start with my rambling about what could be, I just wanted to say that I absolutely adore your mod, and it's been my favorite one since you posted it. I registered just to share my appreciation and to give you my 2 cents worth of feedback on it, assuming it's welcome here.

As Ironclad pointed out in his video, more ships with large missile slots as well as a smaller version of the Tineola torpedo would be a great addition to actually make use of the entire range of weapons available for the faction.

I also think that a larger version of the tanker (Culotte) would be fitting considering the theme of the faction and that we already have a small and large version of the hauler (Camisette and Camise). I always find myself going back to the good old Prometheus in the end because I often require the fuel capacity and I just think that's a shame because the ship design is modular, it probably wouldn't take that much effort to make it happen, right? Or at least that's what I believe with my rather modest experience with these things, but feel free to correct me if I'm wrong.

If you're still ambitious about this project, I was also thinking about something a little more... demanding. I've been thinking that it would be lovely if you gave the stations a new look just to give the entire faction an even deeper feel of quality, polish and most importantly care to it, It can be just the art to keep it simple but imagine a beautiful clean ScalarTech station that doesn't just look nice on the map but also utilizes their weapons and plays to their strengths when you're fighting it. That would be wonderful, right?

Anyway that's pretty much everything I could possibly wish for, hope that helped give you an idea or two as to what to do in the future, but in the case it didn't your mod is still my favorite and always will be! ^^

Cheers!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on October 20, 2022, 05:47:42 AM
First point won't happen. I don't really want a lot of large mounts in the faction. They specifically are a standout aspect of the Gown. Tineolas on a smaller mount would also be too oppressive due to their design, not to mention it'd be hard to make it look nice given the sheer scale of the missile.

Larger tanker? Maybe at some point, will see.

Custom stations? Very unlikely. Spriting a station is about as much work as spriting a small faction and I just don't have the time for it.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Balmung60 on October 20, 2022, 07:33:34 AM
I'm inclined to agree with Nia about the Tineolas.

I love them, but they kind of need to be limited by the general scarcity of large missile slots because they're *really* powerful. The combination of the ability to carry three such launchers and point defense suppression makes the Silken Banshee incredibly powerful. If anything more common should have the capacity for them, it should be either be one turret/hardpoint or it should be a built-in weapon.

Also, you just know that when the next Starsector patch drops, people are going to be slapping four Tineolas on the new Persean League capital ship since they're more or less agnostic towards the facing of their launchers, and my guess is that it will look goofy of course it will look goofy, the new League capital is pretty goofy-looking to begin with but be pretty oppressive.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nico_Sama on October 20, 2022, 09:39:40 AM
First point won't happen. I don't really want a lot of large mounts in the faction. They specifically are a standout aspect of the Gown. Tineolas on a smaller mount would also be too oppressive due to their design, not to mention it'd be hard to make it look nice given the sheer scale of the missile.

Larger tanker? Maybe at some point, will see.

Custom stations? Very unlikely. Spriting a station is about as much work as spriting a small faction and I just don't have the time for it.

About the Tineola... I suppose you're right about it, although I wasn't thinking about many ships, perhaps I should've described it a little more in detail, but I was trying to keep it short. I was thinking about maybe one torpedo ship that isn't a capital, something that doesn't cost a little fortune and can be used earlier in the game. Either way, you do have a point about their design and balance, and I trust your judgement.

As for the station, yeah... I had a feeling it's too much to ask, I just thought I might as well add it just in case, but I get it that you're busy with other things and that's totally fine.

Anyway, looking forward to that tanker if you end up deciding to work on it, and I appreciate the answer. ^^
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Yunru on October 20, 2022, 10:05:45 AM
What about a scaled down version of a Skirt as a fighter? So we can have miniskirts!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: TimeDiver on October 20, 2022, 10:37:10 AM
What about a scaled down version of a Skirt as a fighter? So we can have miniskirts!
Are you sure you didn't mean to type out tiny miniskirts (https://www.youtube.com/watch?v=FADIw1djnxs)? ;D
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Ad-North on October 23, 2022, 03:30:18 AM
Do you need to start a new game for it ?

Or does the mod work and system appear upon booting up an existing save ?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SurplusDOS on October 23, 2022, 03:43:23 AM
Are ScalarTech trade convoys supposed to have vanilla ships like wolves in them?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SpaceDrake on October 23, 2022, 04:58:31 AM
Do you need to start a new game for it ?

Start a new save.

Are ScalarTech trade convoys supposed to have vanilla ships like wolves in them?

Yes, ScalarTech supplements its lineup with "standard" High Tech ships.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SurplusDOS on October 23, 2022, 05:27:15 AM
Yes, ScalarTech supplements its lineup with "standard" High Tech ships.
Thank you! ScalarTech ships have very striking visual designs so when I saw some vanilla ships in there I was wondering if I had some mod conflict somewhere. Good to know that isn't the case!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on October 23, 2022, 05:49:24 AM
Lore-wise they just don't have the production capacity to supply all the Protectorate fleets with their own ships so the normal fleets are supplemented by various ships of other makes. STDF fleets meanwhile only use ScalarTech designs.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Freaky on October 27, 2022, 05:44:47 AM
Hello is this intended?
Its says Camise is a military grade ship in the description but still has the civilian grade hull mod installed.
Spoiler
(https://i.imgur.com/7KDFCub.jpeg)
[close]
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on October 27, 2022, 06:27:33 AM
I'll make a note to update the description. It used to not have civilian grade back when that wasn't relevant for fleet skills.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: hydremajor on October 27, 2022, 10:46:08 AM
So I know I'm gonna sound like some nerd but, is there a portrait pack/mod that can make it so only them anime looking portraits show up ?

Yes I know this ain't really the right place to ask but I figure I've got my best chances getting an answer or even links to said mods around theses parts....

What can I say ? presentation is a big thing when trying to sell peoples on mods...
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Blasphedon on November 06, 2022, 04:12:32 PM
Ran into some issues with the Gown when trying to use arma armatura hull mods or modern carrier carrier core hull mods. if put on the core they dont get shared to the other sections and if you put them on one of the sections it wont share it with the section that doesnt have it. It doesnt crash the game, it just doesnt work. However, you do get an awesome fireworks show if you try swarmer core on the modular sections.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Shogouki on November 06, 2022, 04:26:48 PM
I just wanted to say that I absolutely love your mods, but I have a question about the Gown.  Is there any way to force the weapons on the side modules to be under the control of the player, or maybe just so they'd focus on the current target if it's in range? 
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SpaceDrake on November 06, 2022, 05:30:24 PM
I just wanted to say that I absolutely love your mods, but I have a question about the Gown.  Is there any way to force the weapons on the side modules to be under the control of the player, or maybe just so they'd focus on the current target if it's in range?

No. This is an "issue" with modular ships, in large part because they aren't (currently) meant to be player-controlled. You will just have to accept that the wings mounts will auto-fire and plan your build around that.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Shogouki on November 06, 2022, 07:56:40 PM
Thanks for the info!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on November 07, 2022, 08:30:07 AM
Ran into some issues with the Gown when trying to use arma armatura hull mods or modern carrier carrier core hull mods. if put on the core they dont get shared to the other sections and if you put them on one of the sections it wont share it with the section that doesnt have it. It doesnt crash the game, it just doesnt work. However, you do get an awesome fireworks show if you try swarmer core on the modular sections.

Nothing I can do about that. Those mods would have to code in proper modular ship support.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: GreyEisenwolf on November 16, 2022, 11:42:00 PM
Is there any way to spawn in this faction in an existing save with console commands?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SpaceDrake on November 17, 2022, 02:55:38 AM
Is there any way to spawn in this faction in an existing save with console commands?

At most you could give them a previously-established colony. If you want the Spindle system and all its accoutrements, you must start a new save.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Shogouki on November 23, 2022, 01:20:01 PM
Not sure if this is a bug or intended but I noticed that your suspicion level for using the black market in Spindle markets doesn't seem to ever decline based on how much legal trade you do during the same visit.  If it's intended or has already been reported my apologies, just let me know and I'll delete my post.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Argentum Rhodes on December 04, 2022, 12:38:53 AM
I really enjoy having ScalarTech in my games. The ships look so sleek, and the faction has a really unique identity.

Love the large missiles that fires out like a barrel. Kind of wish a small or medium variant of that missile type existed. Thank you again for your hard work on the mod Nia.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: BladedQueen on December 07, 2022, 09:28:05 PM
I just wanted to thank you for the immense satisfaction of using Tineola Distortion Torpedoes and Garter Heavy Bombers with Tear Hyperpulse Torpedoes. Boom. :)
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: FoolishBosch on December 18, 2022, 12:55:50 AM
I want to say the mod is a great mod to have in any playthrough! I like the designs and the equipment, the Sateen is so far my favorite especially if you time the torpedoes right as the enemy overflux.

But I know don't if this is a bug or issue, but if I established Silvys as a contact, the option to give her AI cores disappear even if I have cores on hand. Don't know if its because I started as Spindle using Nexerelin as I can give cores to her if I don't established a contact.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Johnny_B on December 19, 2022, 05:02:53 AM
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on December 19, 2022, 08:24:16 AM
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?

I'm not sure I understand the question here
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: e on December 19, 2022, 10:42:51 AM
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?

I'm not sure I understand the question here
He only wants the ships, doesn't want the faction.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Johnny_B on December 19, 2022, 11:36:12 AM
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?

I'm not sure I understand the question here
He only wants the ships, doesn't want the faction.

Right, though spindle markets have my favourite modded ships and best music in the game overall, i just didtn like place of spindle core system, cause i just want all habitable worlds in center, like vanilla, and no pit-stops middle to the edge of sector.
So is there any option to disable it?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on December 19, 2022, 12:46:17 PM
No, why would there? The ships only spawn as part of the faction. Disabling the faction would make the whole thing pointless.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: e on December 19, 2022, 01:21:09 PM
No, why would there? The ships only spawn as part of the faction. Disabling the faction would make the whole thing pointless.

Blueprints exist...

But yeah, the point of a modded faction is to play WITH the modded faction.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: hydremajor on December 20, 2022, 08:44:58 AM
No, why would there? The ships only spawn as part of the faction. Disabling the faction would make the whole thing pointless.

I think what they want is to start the game off with thoses ship blueprints available and have the PLAYER establish that faction

Basically they want to RP a "rags to riches" scenario with ships unique to the player faction

either that or they want to play with the mod but are VERY worried the balancing is all kinds of flawed and wind up getting steamrolled because the modded stuff can't be beat with vanilla stuff...

Then again thats just my perspective on things
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Johnny_B on December 20, 2022, 09:57:56 AM
Yes, i like "rags to riches" kinda thing, but also not only blueprints exists, there is a forge templates, there is a rare ship market on Prism Freeport, there is a "legends" mod, when you can find coordinates of a nice ship through the bar event, plenty of things. And all of that give some kind of satisfaction when you find a good new "toy", that what you cant just buy on black market for money. And im personally think that Sateen is OP, it can destroy half of the battlefield in mere seconds, dumping flux and pushing with it skill in the same time. Also best looking ship in the game.

So for example Songbird (Tahlan Shipworks), you can't buy it in market, cuz there no Great Houses markets, and when i found it in Prism Freeport rares shop, thought "looks nice", bought it and now its my favourite ship. Later i exchanged blueprint for it on same Prism Freeport. Sateen on the other hand its just 500k buck.

It would be nice to have an option to play Vanilla core worlds, and disable Spindle system, like you did in Tahlan, when you can disable Lethia system.
I know there was no Faction markets in that system, but still, its a great option.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Nia Tahl on December 20, 2022, 10:23:29 AM
Not going to happen. Songbird also has nothing to do with Kassadar in the slightest. GH ships can spawn in any independent market.

Most importantly, Shipworks isn't a faction mod per se.

Also the Sateen isn't overpowered, just really good in player hands.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Johnny_B on December 20, 2022, 11:28:10 AM
Well, ty for this top tier mod anyway ;), sadly i'll need random sector to play it
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Lifeforce on January 09, 2023, 06:25:29 PM
Hey! I had something really weird but also really awesome happening with the Filament.
It was like a constant beam of single zaps which destroyed everything in its path.
I really don't know what I did. Is that a secret feature? I am not able to reproduce what happened.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SSchorik0101 on January 20, 2023, 11:52:40 AM
I have only seen *one* Gown class and that was owned by a Spindle fleet with an unsanctioned bounty on it and I'm currently commissioned by ScalarTech. Is that the only way to get one or is the spawn rate just *extremely* rare?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: e on January 20, 2023, 01:40:31 PM
I have only seen *one* Gown class and that was owned by a Spindle fleet with an unsanctioned bounty on it and I'm currently commissioned by ScalarTech. Is that the only way to get one or is the spawn rate just *extremely* rare?

You can buy one at the special market in Charkha.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Fonfon on January 21, 2023, 01:52:06 AM
Cool ships, Sateen is God tier, thanks, you are amazing.
Only question - is there a way to disable Spindle faction without Nexerelin random sector?

Easy start a new game with mod disabled and faction respawn option turned off for new factions. Then add the mod.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: SSchorik0101 on January 21, 2023, 05:30:30 AM
I was checking Charkha's market regularly with no such luck. Almost immediately after I posted my question they started showing up. I think I jinxed them into existence in my playthrough. lol
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: ErianaMB on February 06, 2023, 06:19:12 PM
Nia Tahl

I want to change DP Gown from 100 to 80
How can i do it ?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: HE11F1R5 on February 18, 2023, 01:59:47 PM
Ok dumb question, but where is the spindle system? i looked up a video that went over this mod and im not seeing spindle in my game where it was in the video. Getting the weapons and ships to show up fine tho. Did you move it or is it something on my end?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Kwbr on February 18, 2023, 09:59:37 PM
Ok dumb question, but where is the spindle system? i looked up a video that went over this mod and im not seeing spindle in my game where it was in the video. Getting the weapons and ships to show up fine tho. Did you move it or is it something on my end?

did you add it to an existing save? mods that add new star systems won't add them if installed on a save that already exists
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.5
Post by: Ithiloneth on February 20, 2023, 12:23:50 PM
Quick note: the Camise-class lore text says the freighter is military grade; it has been patched to be civilian grade.
Edit: the Culotte-class' lore text also has a reference to the Camise-class (it's shields specifically) being military grade and implies that the Culotte shares this advantage.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.6
Post by: Nia Tahl on March 16, 2023, 01:44:19 PM
Beep boop update!

changelog:
Spoiler
0.8.6
- Added Frock-class Missile Cruiser
- Tear
   - Base damage 1400 -> 1000
   - EMP damage 1400 -> 1000
   - Launcher ammo 1/5/20 -> 2/8/30
   - Cooldown of medium and large version 9s -> 6s
- Lace/Lacette
   - Efficiency 1.2/1.1 -> 1.0
- Strass/Strassette
   - Efficiency 0.9 -> 0.7
- Garter
   - Top speed 160 -> 200
- Tineola
   - HP 900 -> 800
   - Halved turn rate
- Midi
   - Halved Overcharge Beam cooldown
- Dessous
   - Refit 20s -> 25s
   - Hull 800 -> 700
   - Shields 800 -> 700
- Verge
   - Top speed 60 -> 70
- Skye
   - Top speed 80 -> 90
- Belt
   - Dissipation 350 -> 400
   - Capacity 5500 -> 6000
   - hitpoints 4500 -> 5000
- Brim
   - Armor 400 -> 500
- Frill
   - Armor 500 -> 700
- Skirt
   - DP 10 -> 12
- Twine
   - HP 600 -> 500
- Stocking
   - Top speed 260 -> 300
[close]
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.6
Post by: Dadada on March 16, 2023, 02:52:10 PM
:D
High tech, best tech. :D Thx for the update.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Junker99 on March 22, 2023, 12:44:33 AM
I have fallen in love with this mod, I love the ships. Best super cap I have found for how I like to play.  :D  There is just something about the groups lore that dragged me to it. Currently them. Brighton and the Church. Hell I may have grabbed a few pirate planets fixed em up and gave em to Spindle, seriously I like em.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Coil on April 08, 2023, 05:00:24 PM
Any chance Frock will be added to IndEvo engineering whitelist? I wanna make my own!
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Killsode on April 08, 2023, 06:33:55 PM
Any chance Frock will be added to IndEvo engineering whitelist? I wanna make my own!

Best move would be to add it yourself, or even disable the whitelist. Find the hull ID for the Frock (typically the name of the ship's .png in the files) and add it to the config file.
Of course, make a backup incase you mess it up.
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Coil on April 09, 2023, 06:31:19 AM
Any chance Frock will be added to IndEvo engineering whitelist? I wanna make my own!

Best move would be to add it yourself, or even disable the whitelist. Find the hull ID for the Frock (typically the name of the ship's .png in the files) and add it to the config file.
Of course, make a backup incase you mess it up.

Will try! Thanks for the pointer
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Weavy on April 09, 2023, 08:21:07 AM
Random question, are there any recruitable named officers in this mod?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Mikomikomiko on April 09, 2023, 11:07:08 PM
Random question, are there any recruitable named officers in this mod?

If you have the mods that allow you to capture defeated officers and Nexerlin, you either have a chance to (or guaranteed to get; depending on the mod you use) the bounty officers from ScalarTech

Spoiler
Auri Calus is a pretty beefy officer with
"ballistic_mastery"
"systems_expertise"
"ordnance_expert"
"damage_control"
"impact_mitigation"
"point_defense"
"polarized_armor": elite
"missile_specialization": elite
"energy_weapon_mastery"
"target_analysis"
"gunnery_implants"
"electronic_warfare"
"helmsmanship"
"combat_endurance"
"field_modulation"
"coordinated_maneuvers"

[close]
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: Guardsmen83 on May 01, 2023, 01:38:52 PM
Random question, are there any recruitable named officers in this mod?

If you have the mods that allow you to capture defeated officers and Nexerlin, you either have a chance to (or guaranteed to get; depending on the mod you use) the bounty officers from ScalarTech

Spoiler
Auri Calus is a pretty beefy officer with
"ballistic_mastery"
"systems_expertise"
"ordnance_expert"
"damage_control"
"impact_mitigation"
"point_defense"
"polarized_armor": elite
"missile_specialization": elite
"energy_weapon_mastery"
"target_analysis"
"gunnery_implants"
"electronic_warfare"
"helmsmanship"
"combat_endurance"
"field_modulation"
"coordinated_maneuvers"

[close]

may i ask were ships in your sig come from?
Title: Re: [0.95.1a] ScalarTech Solutions 0.8.7
Post by: GlabberJabber on May 11, 2023, 01:15:05 AM
Since 0.96 update adds laser missiles, wouldn't it be nice if ScalarTech has something like that specifically from their own faction? It feels very fitting.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on May 21, 2023, 03:43:16 AM
Updated to 0.96a.

This will break saves if you used the previous version under 0.96a due to changed package structure for the codebase.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: loftyangel on May 21, 2023, 05:15:25 AM
Updated to 0.96a.

This will break saves if you used the previous version under 0.96a due to changed package structure for the codebase.

Just registered for saying thank you for great work.

Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: player-one on May 21, 2023, 06:45:14 AM
Thank you so much - this is one of my "must haves" for every starsector run.  ;D
I will be installing it and starting a new run tonight.

Much appreciated, thank you.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: wolvenstorm on June 01, 2023, 02:53:33 AM
filament seems to be too afraid to go to the front line even with aggressive officer .Is this intended AI behaviour?
Too Much Information mod used to show is the ship carrier or battlecarrier but not working in 0.96
legion's AI works fine
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: SpaceDrake on June 15, 2023, 01:02:14 AM
Just wanted to post that holy moly the s-modded magazines change makes the Skirt even more ridiculously fun. It's more or less my favorite high-end frigate, now; just a ton of fun to fly and blow stuff up with. Putting together a wing of them is also deeply satisfying.

ScalarTech remains, as always, a great and gorgeous mod. Thank you for updating it so quickly, Nia!
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: FrankyPlaysGames on June 15, 2023, 09:31:17 AM
Loving this mod, it's beautiful and unique amongst the rest of the factions. One question, I've accepted the howling phantom bounty, but I've found it to be too difficult and am running out of time to complete it, if I fail will I get another chance at the bounty randomly in the future, or was this my only shot once accepted? Any advice for fighting them would be appreciated, sadly I have a hard time piloting ships manually so I let the AI follow my directions.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: AnXel LG on June 15, 2023, 12:26:58 PM
Loving this mod, it's beautiful and unique amongst the rest of the factions. One question, I've accepted the howling phantom bounty, but I've found it to be too difficult and am running out of time to complete it, if I fail will I get another chance at the bounty randomly in the future, or was this my only shot once accepted? Any advice for fighting them would be appreciated, sadly I have a hard time piloting ships manually so I let the AI follow my directions.

Win by attrition. Build/get yourself a large excision fleet following the wolf pack naval doctrine. Nothing above destroyer class and with a focus on alpha damage and speed. Put avoid orders on the Howling Phantom and seek and destroy isolated targets roaming the periphery of the battlespace by focusing the fire of your relentless swarm of frigates and pack leaders. Decimate them! and then disengage. Rearm, rinse and repeat. Cost effective and VERY satisfactory  ;D
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: TheLord999 on August 12, 2023, 01:58:03 PM
Love the mods, it's beautiful and fun, though my filament does a lot (that might be a skill issue on my part) btw real question, will you do cross-mods content, like with the UAF or the station manager (I forgot the name of the mods at the time of writing)
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on August 12, 2023, 03:11:05 PM
Love the mods, it's beautiful and fun, though my filament does a lot (that might be a skill issue on my part) btw real question, will you do cross-mods content, like with the UAF or the station manager (I forgot the name of the mods at the time of writing)

Who knows
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: TheLord999 on August 18, 2023, 07:18:00 AM
hey it's me again with another question, is there something specific I need to do to unlock the kimono quest (and any other quests in the mod), because I am at more than 20 cycle (in game) and aside form the howling quest, I have none of the other pop-up. Is it linked to the relation lvl with have with our favorite head scientist? Also can we have the high councillor as a contact/raise our relation with her?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: ClosedBoudy on August 20, 2023, 01:38:28 PM
i'm gonna start this off by saying i absolutely love this faction to death and i recently came to the game after a bit of a hiatus and i'm noticing something increadibly off. whenever i use stitch beamlances they seem to oneshot literally everything including stations i am however also running the realistic combat mod and i am not sure whether or not whether it is affecting this weird behavior or not because currently a 2 filaments with 2 stitch beamlances each have killed a full S-Modded hegemony fleet with ease. hope this is easily fixable! (i can also link my full mod list if that's needed but i dont think anything changes combat in there except realistic combat)
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on August 20, 2023, 01:41:22 PM
i'm gonna start this off by saying i absolutely love this faction to death and i recently came to the game after a bit of a hiatus and i'm noticing something increadibly off. whenever i use stitch beamlances they seem to oneshot literally everything including stations i am however also running the realistic combat mod and i am not sure whether or not whether it is affecting this weird behavior or not because currently a 2 filaments with 2 stitch beamlances each have killed a full S-Modded hegemony fleet with ease. hope this is easily fixable! (i can also link my full mod list if that's needed but i dont think anything changes combat in there except realistic combat)

have never encountered that so it's probably "realistic" combat and therefore a case of not my *** problem
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: BFEL on August 30, 2023, 02:16:10 AM
@ClosedBoudy yeah "Realistic Combat" is a VERY experimental mod that pretty much changes EVERYTHING about the game, so expecting it to play nice with major ship/weapon sets is...yeah

Anyway I've been using this mod for years but HOLY HELL I just now have found out how utterly busted the Baste/Seam ion weapons are. I don't think I've seen anything else in this game melt things as fast.

Now I'm not sure whether I've just been sleeping on ion weapons in general, might actually try an entire run based around it.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on September 07, 2023, 12:14:33 AM
Hey Nia Tahl, I was curious if there's any chance that the Gown's two medium missile hard points could be changed into one large missile hard point?  Or do you think that would be too powerful and/or not to your liking?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on September 07, 2023, 02:39:26 PM
If I wanted it to have 3 large missiles, it would have 3 large missiles
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on September 07, 2023, 10:30:09 PM
If I wanted it to have 3 large missiles, it would have 3 large missiles

I rather figured as much, but my obsessiveness over running out of missiles at different times because of different sized launchers compelled me to ask.    :D
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Kadatherion on September 09, 2023, 02:35:59 AM
In my first 0.96 playthrough, which I just finished, I noticed a few of your old unique bounties seem to be gone. In the shipworks mod, for instance, this happens with the Izanami and Yari (that I noticed and remembered of), but you can still get them as game start choices in Nex, so they are still accessible. Here in Scalartech, however, the Vestige seems to be properly gone: no bounty and not available among Spindle gamestart ships. Is it intended? Has the Vestige been deprecated? (well, it's still in the files and you can console summon it, but you get what I mean).
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: TheLord999 on September 09, 2023, 04:11:25 AM
You do know you can see the list of available, active and completed custom bounty in the console console, right ?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Kadatherion on September 09, 2023, 04:38:52 AM
You do know you can see the list of available, active and completed custom bounty in the console console, right ?

Yes, I do. You can also see it in the files: it's not there anymore.

In the old unique_bounty_data csv (from Vayra's config) only the Hanakaze and Kimono are left, and in the newer magicbounty framework only the Silken Banshee is declared. Hence my question whether the removal of the Vestige bounty was intentional, given no other legitimate access to the ship seems to have been provided (like with the Izanami and Yari from the Shipworks mod, that are gamestart ship choices), and that I could find no mention of this in the changelog.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on September 09, 2023, 04:18:44 PM
Vestige is IBB, so requires SWP
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Kadatherion on September 09, 2023, 11:03:36 PM
Vestige is IBB, so requires SWP

Hmm, I have SWP too and it never triggered, but admittedly I still had a bunch of late game IBBs active before feeling like starting anew, and it might be they blocked it from spawning. A bit strange since all I had left were the super high level ones, while the Vestige should have triggered around mid game, but that might have been the rng gods I guess. I'll keep an eye for it in my next campaign then, thanks  ;)
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: MasterLorian on September 13, 2023, 12:35:25 PM
I am running a playthrough with this mod, and i have to say i really like it so far. I have some feedback regarding the Lace Pulse Repeater. It is very powerful compared to vanilla weapons, It has 500 dps as a medium energy weapon with 1 flux/damage ratio, the only vanilla energy weapon with that power is Heavy Blaster with the same range, dps and ordinance points cost, but with a ratio of 1.44 flux/damage. I think the lace should have either lower dps/efficiency , or a bigger ordinance point cost to be on par with the vanilla alternatives.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on September 13, 2023, 01:39:42 PM
I am running a playthrough with this mod, and i have to say i really like it so far. I have some feedback regarding the Lace Pulse Repeater. It is very powerful compared to vanilla weapons, It has 500 dps as a medium energy weapon with 1 flux/damage ratio, the only vanilla energy weapon with that power is Heavy Blaster with the same range, dps and ordinance points cost, but with a ratio of 1.44 flux/damage. I think the lace should have either lower dps/efficiency , or a bigger ordinance point cost to be on par with the vanilla alternatives.

The big difference here is that the heavy blaster has significantly higher armor penetration than the lace. You should rather compare it to the pulse laser.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: MasterLorian on September 14, 2023, 02:19:36 AM
The big difference here is that the heavy blaster has significantly higher armor penetration than the lace. You should rather compare it to the pulse laser.

True. It has higher armor penetration due to the high single-shot damage, but it's less efficient when damaging shields (since the single projectile damage does not pierce them). It's also a riskier weapon since all the damage is concentrated in a single projectile that can miss and generate bursts of flux, potentially overfluxing the ship if the pilot isn't careful.

When compared to the Pulse Laser, it costs 2 ordinance points more and has 0.2 worse efficiency. However, it deals 166% more damage than the Pulse Laser in a single medium slot. The Pulse Laser still remains useful for ships with weaker flux dissipation that simply can't handle the increased flux generated by the Lace.

But for ships with higher flux dissipation where the aim is to maximize sustained DPS, like the overcharged Aurora, it's hard to find a case where the Heavy Blaster is as good of an option.

This doesn't make the Laser broken or anything, but it does turn the Blaster into a more niche weapon.

Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on September 14, 2023, 04:29:20 PM
The big difference here is that the heavy blaster has significantly higher armor penetration than the lace. You should rather compare it to the pulse laser.

True. It has higher armor penetration due to the high single-shot damage, but it's less efficient when damaging shields (since the single projectile damage does not pierce them). It's also a riskier weapon since all the damage is concentrated in a single projectile that can miss and generate bursts of flux, potentially overfluxing the ship if the pilot isn't careful.

When compared to the Pulse Laser, it costs 2 ordinance points more and has 0.2 worse efficiency. However, it deals 166% more damage than the Pulse Laser in a single medium slot. The Pulse Laser still remains useful for ships with weaker flux dissipation that simply can't handle the increased flux generated by the Lace.

But for ships with higher flux dissipation where the aim is to maximize sustained DPS, like the overcharged Aurora, it's hard to find a case where the Heavy Blaster is as good of an option.

This doesn't make the Laser broken or anything, but it does turn the Blaster into a more niche weapon.

While this is true not all weapons are equal, some are easier or cheaper to purchase and find.  I just think of this as a situation where the pulse laser is the run-of-the-mill generic and the Lace is a high performance weapon made exclusively by ScalarTech.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: mudskipper on September 14, 2023, 07:20:22 PM
Is skirt really balanced? I am 100% bad at piloting, but just destroy everything while piloting this beast. And its system: it's a speed boost, it's damage, it's point defense, it's emp, it's 0 flux. Does it give its pilot a fresh baked pie every time it's used as well? (no negativity, just joking, awesome mod)
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on September 14, 2023, 07:52:59 PM
Is skirt really balanced? I am 100% bad at piloting, but just destroy everything while piloting this beast. And its system: it's a speed boost, it's damage, it's point defense, it's emp, it's 0 flux. Does give its pilot a fresh baked pie every time it's used as well? (no negativity, just joking, awesome mod)

It is really awesome but the ship does cost more DP than many destroyers. 
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: koko17 on October 05, 2023, 08:04:43 PM
Playing with ScalarTech in my current game i got a bounty early on for the Silken Banshee.
I went to check it out but was no match for the banshee's fleet.
Now that I'm stronger and feel ready the bounty no longer exist, does that mean that I will not be able to fight her?
Is there any way to trigger the event again?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Kadatherion on October 06, 2023, 01:16:40 AM
Playing with ScalarTech in my current game i got a bounty early on for the Silken Banshee.
I went to check it out but was no match for the banshee's fleet.
Now that I'm stronger and feel ready the bounty no longer exist, does that mean that I will not be able to fight her?
Is there any way to trigger the event again?

You can reset the bounty with the console (need the console commands mod and of course MagicLib): Magiclib_ResetBounty [bountyID] is the command you need (you can find the Banshee bounty ID with Magiclib_listbounties, but it should be tahlan_SilkenBansheeBty ). You'll need to get it again from scratch as usual in a bar.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: koko17 on October 06, 2023, 01:49:55 AM
Playing with ScalarTech in my current game i got a bounty early on for the Silken Banshee.
I went to check it out but was no match for the banshee's fleet.
Now that I'm stronger and feel ready the bounty no longer exist, does that mean that I will not be able to fight her?
Is there any way to trigger the event again?

You can reset the bounty with the console (need the console commands mod and of course MagicLib): Magiclib_ResetBounty [bountyID] is the command you need (you can find the Banshee bounty ID with Magiclib_listbounties, but it should be tahlan_SilkenBansheeBty ). You'll need to get it again from scratch as usual in a bar.

Great, thank you for the detailed answer!!
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: OmegaS on October 06, 2023, 03:01:03 PM
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on October 06, 2023, 03:09:29 PM
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.

or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: BFEL on October 06, 2023, 04:13:22 PM
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.

or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
But NIIIIIIA, thinking is HAAAAARD
:P
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: OmegaS on October 06, 2023, 05:06:13 PM
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.

or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads.  Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***.  I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on October 06, 2023, 05:39:12 PM
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.

or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads.  Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***.  I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?

Nex, basically. The diplomacy and alliance system in simply is very binary. Either you're in an alliance or you aren't. It doesn't support nuances like non-aggression pacts which is what the Spindle-Diable-relationship is meant to be.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: OmegaS on October 06, 2023, 05:56:04 PM
I've had to do some digging to find out just why Spindle and Diable start as friendly (effectively neighbors and little direct beef with each other), so I think the reasoning could stand to be explicitly stated either in the OP or somewhere in the mod itself.

or just take it as it is? Maybe people can try thinking for themselves without needing everything spelled out for them for once.
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads.  Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***.  I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?

Nex, basically. The diplomacy and alliance system in simply is very binary. Either you're in an alliance or you aren't. It doesn't support nuances like non-aggression pacts which is what the Spindle-Diable-relationship is meant to be.
So its 'complain to Histidine for not having this feature', which he's certain to have heard before and won't cause it to change any faster.  Oh well.

Still, it would be nice to have the comment on the scalartech.josn to be a bit more informative of the intended situation, because 'Dreadnought Bros' leads me to think its about something about the modder's relationship with the person writing the other mod.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on October 07, 2023, 01:37:13 AM
random comments in files are just that. They aren't lore dumps
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: OmegaS on October 07, 2023, 01:44:35 AM
random comments in files are just that. They aren't lore dumps
Well, we could make a shared retaining wall joke then.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Kadatherion on October 07, 2023, 02:01:50 AM
Going through the files, I couldn't find a reason for them NOT to be constantly be at loggerheads.  Beyond the ideological incompatibilities, Diable only really 'gets along' with other exploitive ***.  I could see there being a Minimum Relationship to prevent war, but why would Spindle join them in wars of conquest?

Well, if you set a relationship limit (to mention other faction mods, like, for instance, the Interstellar Imperium has with the Hegemony and Iron Shell, Mayasura with the Hegemony, IS, the Church etc), you can avoid Spindle and Diable ever getting into an alliance. Like, limit it to +20, +40 tops perhaps. Now that you made me think of it, I'm probably gonna do it myself for my future runs: I anyway always use operatives to keep their relationship neutral as indeed them getting into a full blown alliance feels a bit inconsistent with their characterization, might as well set it from the beginning and avoid having to babysit them.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: PaladinOne on October 25, 2023, 09:14:44 PM
I've been having an odd problem with the Stitch Beamlance

I have an Equality (from High Tech Expansion) with an Aggressive officer piloting it, with four Stitch Beamlances on the front four L slots, and I've noticed that the ship has a very strong tendency to just, friendly fire. Like, on now several occasions, the ship has put a full Beamlance magazine into a friendly ship that happens to be in the path of the beam (which, if it's a friendly frigate, often just outright kills it)

I'm not sure if the AI thinks the Beamlance thinks it has the "shoot over allies" targeting property of missiles or PD lasers, but after seeing it happen a few times I'm getting concerned.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Sisko93477 on November 24, 2023, 06:53:08 AM
What should I do to get a kimono?To defeat a IBB or HVB with kimono in it?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Phenir on November 24, 2023, 11:14:36 AM
What should I do to get a kimono?To defeat a IBB or HVB with kimono in it?
Yes. Kimono is in a hvb from pirates so look in pirate bars.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Sisko93477 on November 24, 2023, 06:19:08 PM
Thanks!
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on November 28, 2023, 12:45:44 PM
This is kind of a weird idea but I was wondering if it would be logical for the ED Shipyards Terrier weapons delivery drone to be able to rearm ScalarTech ships that they are from since ScalarTech carriers warp their strikecraft in from a planetary base and thus would be receiving munitions not from themselves but from wherever the drones are warping in from?
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Enervana on December 13, 2023, 08:41:55 AM
Hi, started a run playing this faction, really nice work.

There's a typo in Silvys Renham description given the first time you interact with her on Charkha.

"a feet made possible by her ageless artificial form,"
feet should be feat.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Likablenascent on December 13, 2023, 08:47:11 AM
"a feet made possible by her ageless artificial form,"
OR Maybe?  ??? ??? ???
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nothh888 on December 13, 2023, 12:59:28 PM
I love this mod, I can't escape it! After trying ships from every base game faction and from sooo many modded factions I keep coming back to the Banshee. It's literally the most fun ship to pilot I've ever tried. The ship system feels so good to use, especially how you can use it to turn on a dime. You might be a big wide manta ray of doom but you can suddenly be pointed in a completely different direction with all of your forward facing firepower. It has a nice skill ceiling to work up to because it shuts down your shields as well, so the shield management creates a challenge that needs to be solved. A very satisfying, rewarding and versatile ship.

Thanks for making my favorite ship in all of Starsector and the expanded Modiverse!
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: OperaWolf on December 14, 2023, 12:28:45 AM
Did a 100% ScalarTech only campaign a few weeks ago. Was absolutely awesome. Such pretty ships, and all the EMP was glorious.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Bartelemys on December 16, 2023, 10:03:53 AM
Hello everyone, I have a slight issue with one of the Scarlatech ships. It seems like the Sateen battlecruiser doesn't use its missiles when piloted by the AI. I tried hullmods, tried using the Gunnery mod to force it, yet the AI is adamant about not using them at all. It is not a huge issue since with three Baste Ion Dischargers and two Stitchette Beamlances, it can easily stunlock and whittle down quite a few ships, it's just too bad it doesn't use the missiles to accelerate fights. Takes a bit of time without it. Other than that the mod is awesome, love the design.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on December 16, 2023, 03:19:25 PM
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns?  This "should" force them to fire whenever the guns that the missiles are grouped with fire.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on December 16, 2023, 03:24:51 PM
Did a 100% ScalarTech only campaign a few weeks ago. Was absolutely awesome. Such pretty ships, and all the EMP was glorious.
I love this mod, I can't escape it! After trying ships from every base game faction and from sooo many modded factions I keep coming back to the Banshee. It's literally the most fun ship to pilot I've ever tried. The ship system feels so good to use, especially how you can use it to turn on a dime. You might be a big wide manta ray of doom but you can suddenly be pointed in a completely different direction with all of your forward facing firepower. It has a nice skill ceiling to work up to because it shuts down your shields as well, so the shield management creates a challenge that needs to be solved. A very satisfying, rewarding and versatile ship.

Thanks for making my favorite ship in all of Starsector and the expanded Modiverse!

It is an amazing mod!  I always join Spindle in my games!
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Bartelemys on December 22, 2023, 10:36:46 AM
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns?  This "should" force them to fire whenever the guns that the missiles are grouped with fire.

I don't remember if I did, and I'm not in front of my gaming computer (holidays and all), but I'll see when I get back. Although I would say that it doesn't really solve the issue. Furthermore, I use Tear missiles, meaning that, even at medium size, I don't have a lot of ammo (is that eight of them ?). I'm not sure I want the AI to spend them so liberally. I fixed the problem by not using the Sateen at all, which is a shame since it makes for a great frontline holding ship. I'm just bummed to see it not using the equivalent of dozens of points of equipment. Maybe the real issue comes from the number of mods I use, in which case Scarlatech isn't responsible and I just need to accept it. Don't know.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Shogouki on December 22, 2023, 01:50:03 PM
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns?  This "should" force them to fire whenever the guns that the missiles are grouped with fire.

I don't remember if I did, and I'm not in front of my gaming computer (holidays and all), but I'll see when I get back. Although I would say that it doesn't really solve the issue. Furthermore, I use Tear missiles, meaning that, even at medium size, I don't have a lot of ammo (is that eight of them ?). I'm not sure I want the AI to spend them so liberally. I fixed the problem by not using the Sateen at all, which is a shame since it makes for a great frontline holding ship. I'm just bummed to see it not using the equivalent of dozens of points of equipment. Maybe the real issue comes from the number of mods I use, in which case Scarlatech isn't responsible and I just need to accept it. Don't know.

I think ultimately it might just come down to how conservative the AI is with missile weapons that have finite ammunition.  I've noticed that when equipping my AI ships with some missile systems that have regenerating ammunition that they use those missiles a lot, so that's generally what I try to equip on those ships in my fleet.  That said, unless you have mods that provide a greater variety of those kinds of missiles it might not be possible to equip your ships with missiles for all situations that they won't be so conservative with.  I personally like some of the missile weapons provided by Machina Void Services and the VIC factions.  Diable Avionics also has a good regenerating one too.

Another thing might be captain aggressiveness.  I don't know if that can effect missile use frequency but might be worth a try too.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Bartelemys on December 22, 2023, 10:12:48 PM
Have you tried placing the missile weapons in the same weapons group as the Bastes or other guns?  This "should" force them to fire whenever the guns that the missiles are grouped with fire.

I don't remember if I did, and I'm not in front of my gaming computer (holidays and all), but I'll see when I get back. Although I would say that it doesn't really solve the issue. Furthermore, I use Tear missiles, meaning that, even at medium size, I don't have a lot of ammo (is that eight of them ?). I'm not sure I want the AI to spend them so liberally. I fixed the problem by not using the Sateen at all, which is a shame since it makes for a great frontline holding ship. I'm just bummed to see it not using the equivalent of dozens of points of equipment. Maybe the real issue comes from the number of mods I use, in which case Scarlatech isn't responsible and I just need to accept it. Don't know.

I think ultimately it might just come down to how conservative the AI is with missile weapons that have finite ammunition.  I've noticed that when equipping my AI ships with some missile systems that have regenerating ammunition that they use those missiles a lot, so that's generally what I try to equip on those ships in my fleet.  That said, unless you have mods that provide a greater variety of those kinds of missiles it might not be possible to equip your ships with missiles for all situations that they won't be so conservative with.  I personally like some of the missile weapons provided by Machina Void Services and the VIC factions.  Diable Avionics also has a good regenerating one too.

Another thing might be captain aggressiveness.  I don't know if that can effect missile use frequency but might be worth a try too.

Wait, I'm an idiot. I didn't remember the issue I had with the Sateen and assumed it was random missiles (and since I play a Scarlatech campaign, I simply thought of the Tear), but it is definitely the built-in missiles of the Sateen that don't work at all. Meaning it is not a loss of points, simply a waste of dps. To your point though, I already tried all that : aggressive captain, used the gunnery mod to force it to use the missiles on enemy shields, changed weapon groups, nothing. I have no issue with other ships and any missiles, but the AI doesn't use the Sateen's built-in ones. I'm not gonna make it a thing though, it's fine. Everything else works perfectly.
Title: Re: [0.96a] ScalarTech Solutions 0.9
Post by: Nia Tahl on December 23, 2023, 05:26:53 AM
the built-in missile should be fixed under AI control in next update.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Nia Tahl on December 23, 2023, 06:02:12 AM
speaking of which, here you go
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Brainwright on December 23, 2023, 09:28:06 AM
Always nice to see this one get an update.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on December 23, 2023, 01:29:53 PM
speaking of which, here you go

Woot!  Thanks Nia!
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: kamikazenojihadist on January 16, 2024, 08:52:00 PM
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on January 16, 2024, 09:15:57 PM
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?

These are acquired from the unofficial bounty boards at bars.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Brainwright on January 16, 2024, 10:03:37 PM
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?

These are acquired from the unofficial bounty boards at bars.

If you've updated to the latest Magiclib, it's now a screen you can access from the personal or bounty tabs.  Just open your intel and navigate to it if you're near a system.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on January 16, 2024, 10:21:10 PM
Sorry for random question. where to start quest to get special ship like silken banshee and other spindle story quest if there any?

These are acquired from the unofficial bounty boards at bars.

If you've updated to the latest Magiclib, it's now a screen you can access from the personal or bounty tabs.  Just open your intel and navigate to it if you're near a system.

Oh nice!  I need to go do that,  thanks!
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: kamikazenojihadist on January 16, 2024, 10:30:06 PM
Thanks guys
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: kamikazenojihadist on January 17, 2024, 02:04:39 AM
oh yeah also is it me or spindle faction are too weak for nexerelin? they keep getting charka obliterated by either hegemony or luddic church. this is my third play through when i trying to allied with them i literary has to babysit charka from ludd invasion. 
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on January 17, 2024, 01:51:46 PM
oh yeah also is it me or spindle faction are too weak for nexerelin? they keep getting charka obliterated by either hegemony or luddic church. this is my third play through when i trying to allied with them i literary has to babysit charka from ludd invasion.

I've actually never had that problem with them, but they are a small faction at the start.  I usually see Spindle ally with Brighton and Diable early in my games so I imagine that's helped stave off problems for them.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: kamikazenojihadist on January 18, 2024, 03:57:10 AM
oh yeah also is it me or spindle faction are too weak for nexerelin? they keep getting charka obliterated by either hegemony or luddic church. this is my third play through when i trying to allied with them i literary has to babysit charka from ludd invasion.

I've actually never had that problem with them, but they are a small faction at the start.  I usually see Spindle ally with Brighton and Diable early in my games so I imagine that's helped stave off problems for them.

oh yeah coz they the only corpo faction mod i has installed maybe they need more ally other than tri tachyon or uaf which basically on the other side of the map.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Astorish on January 25, 2024, 04:10:15 PM
This mod will prevent the game from launching on Linux because it cannot find certain files. The files in question do actually exist, but the Linux file system is case sensitive and the files have names that are not EXACTLY what the mod is looking for. Luckily, it's only a few and it isn't too much trouble to rename them manually to get the game working. The files in question are located in the mod folder under graphics/tahlan/maps/weapons_normals/Just rename these files with "Normal" lowercase, and it works.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on January 26, 2024, 07:12:12 PM
Hey Nia, sorry to bother you with a trivial question, but is it working as intended for the Gown's secondary sections to be limited to 2 S-Mods even when you have the character skill that allows for 3?
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: A_Random_Dude on January 26, 2024, 07:25:52 PM
Iirc, modules (be it on stations or ships) work as completely separate "ships" glued to your main hull. Saw someone else ask about a similar problem with SWP's Cathedral. Essentially, they work independently from your own character and their skills.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on January 26, 2024, 07:34:15 PM
Iirc, modules (be it on stations or ships) work as completely separate "ships" glued to your main hull. Saw someone else ask about a similar problem with SWP's Cathedral. Essentially, they work independently from your own character and their skills.

I wondered about this too but since the character skill doesn't effect just your own ship but allows you to install 3 S-Mods on all ships in your fleet so I wasn't sure.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: unlitoutsource on January 27, 2024, 10:20:51 AM
Hello,

I want to try out your mod. However, it fails to load on linux. The reason is inconsistencies with lower- und uppercase filenames.

For instance, when the game loads into the main menu, it tries to load the graphics file tahlan_percale_cover_r_normal.png
However, within the mod, the file is stored as tahlan_percale_cover_r_Normal.png
Within the mods graphics directory, most files have all-lowercase filenames, but there are a few exceptions.

Running the mod on windows, this is not a problem, as filenames are not case sensitive. example.png is the same file as Example.png
However, on linux, filenames are case sensitive (there are exceptions, but they do not apply to my system). example.png is a different file than Example.png.
That's why the game cannot find the graphics file, when you run the mod it on linux.

Perhaps you check the files in your mod and make sure all the filenames are all-lowercase.
Alternatively, you could check the filename references in the mod's code to make them case sensitive, so that they point to the correct files even if the filenames have uppercase letters in them.

Thx & Regards,
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Nia Tahl on January 28, 2024, 02:32:15 PM
Yes, I know linux has case sensitive file names and no, I can't be bothered to check all the filenames every time. I fix it when the occasion presents itself, but don't count on it ever being a priority, sorry
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: unlitoutsource on January 29, 2024, 07:35:23 AM
Yes, I know linux has case sensitive file names and no, I can't be bothered to check all the filenames every time. I fix it when the occasion presents itself, but don't count on it ever being a priority, sorry

Don't worry. I just created a pull request on the gh repo, that makes all files in the graphics directory to be all-lowercase, so you don't have to.

Thanks & Regards,
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on February 14, 2024, 03:21:47 PM
Anyone know if ScalarTech (and also Tahlan's Shipworks by chance) current versions function just fine in Starsector 0.97?
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Onyx_sand on February 14, 2024, 08:59:40 PM
Anyone know if ScalarTech (and also Tahlan's Shipworks by chance) current versions function just fine in Starsector 0.97?
Can confirm, been using both, works fine on 0.97a with no issue for me
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Shogouki on February 14, 2024, 09:52:23 PM
Anyone know if ScalarTech (and also Tahlan's Shipworks by chance) current versions function just fine in Starsector 0.97?
Can confirm, been using both, works fine on 0.97a with no issue for me

Wonderful!  Thanks for the info!
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: balordezul on March 04, 2024, 09:46:55 AM
Does giving blue prints to Silvys Renham do anything besides making her happy?  I'm not to far into play through with ScalarTech but I have maxed out Silvys's rep and only at 29/100 with Negasi Hygiea. Just checking to see if I should keep an eye on her or if this is something that is not feature complete yet.  I don't need any spoilers.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Nick9 on March 09, 2024, 10:08:48 AM
Working on 0.97 just fine.

A classic one, fits almost any playthrough. I really like weapons and fighter wings from this mod. stitch looks ugly on sunder though *cough* In terms of ScalarTech ships, I personally tend to overuse Tress and Strand carriers. Sateen is kinda under-fire-powered for a capital, but on manual control is really fun to play with. Top 1 small faction mod for sure, feels like a non-invasive DLC for vanilla+ run, incredible.

Reaper+ torpedo is worth to be mentioned separately, at least by using size 6 font
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Nia Tahl on March 09, 2024, 11:03:52 AM
Working on 0.97 just fine.

A classic one, fits almost any playthrough. I really like weapons and fighter wings from this mod. stitch looks ugly on sunder though *cough* In terms of ScalarTech ships, I personally tend to overuse Tress and Strand carriers. Sateen is kinda under-fire-powered for a capital, but on manual control is really fun to play with. Top 1 small faction mod for sure, feels like a non-invasive DLC for vanilla+ run, incredible.

Reaper+ torpedo is worth to be mentioned separately, at least by using size 6 font

Sateen is just a battlecruiser. Trades firepower for speed and flux cheese
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Somerandomguy16123 on March 09, 2024, 12:02:33 PM
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: David on March 09, 2024, 12:24:01 PM
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.

Hi, welcome to the forums - I see you joined just yesterday. Please take a moment to familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0).

If you have a moderation concern, use the "report to moderator" button, and do not post in threads like this. This is the second (edit: third) time you've done this.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: blackcatvn on March 09, 2024, 06:23:31 PM
Just want to hop in and say thank you for this great and balance mod. Hope that we will get a unique Gown someday :3.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Niten on March 11, 2024, 05:07:30 AM
Is there update in plans for 97a r11 ?
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Nia Tahl on March 11, 2024, 02:02:31 PM
mod works fine on 0.97a, I just cba to do release for a single line change in the mod info file
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: JamesTripleQ on March 11, 2024, 03:41:50 PM
I just cba to do release for a single line change in the mod info file

Well that and the new weapon maps but yeah it's kinda fair.

Any chance we might see a colony crisis or maybe even substance.abuse support at some point?
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: Axisoflint on March 17, 2024, 09:42:47 AM
I realise you are not updated for 0.97, but a minor typo I only just noticed after using this mod for god knows how long, when you comm the head of research on Charkha (Silvys Renham) for the first time, you get a non-repeating message that has the line "The daughter etc" that includes the phrase "a feet made possible".

Should be "a feat made possible", not 'feet'.
Title: .97
Post by: Rogue_17 on March 21, 2024, 01:56:33 PM
Hey!

Sorry if this is redundant or you've been asked before but I'm a new player getting into Star Sector and every video always has your mod included and recommends it as a great faction edition! I was curious if there was a way to use this mod with .97 version of the game yet.

Thanks
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: A_Random_Dude on March 21, 2024, 02:17:09 PM
There is, yep. Go in the mod's folder, look for a file called "mod_info.json" and open it with something like Notepad ++. Then change the game version found in it with the current one.
Title: Re: [0.96a] ScalarTech Solutions 0.9.1
Post by: J2Greene on March 28, 2024, 07:16:04 PM
Hello Mr Nia Tahl,

I'd like to offer a suggestion regarding the Scalartech colony on the gas giant Jacquard.

Feature request: if the Unknown Skies mod is activated, add the "Floating Continent" condition to Jacquard.

In vanilla there are no gas giant colonies. Scalartech's Jacquard is unique. Incidentally, in my playthroughs I have a house rule where I can only colonize those gas giants where Unknown Skies has rolled the Floating Continent perk (quite rare). At the start, I use a console command to "addcondition floatingcontinent" on Jacquard.